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FINITE 

INFINITE 

GAMES 

AVision of Life as Play and Possibility 



JAMES P. C A R S E 




Finite and 
Infinite 
Games 

JAMESPCARSE 


ra 

THE FREE PRESS 
A Division of Macmillan, Inc. 
New York 



Copyright © 1986 by James P. Carse 

All rights reserved. No part of this book may be reproduced or transmitted in any form or by 
any means, electronic or mechanical, including photocopying, recording, or by any 
information storage and retrieval system, without permission in writing from the Publisher. 

The Free Press 

A Division of Macmillan, Inc. 

866 Third Avenue, New York, N.Y. 10022 

Collier Macmillan Canada, Inc. 

Library of Congress Catalog Card Number: 86-14304 


Printed in the United States of America 



Library of Congress Cataloging-Ln-Publicatlon Data 

Carse, James P. 

Finite and infinite games. 

Includes index. 

1. Life. 2. Games-Symbolic aspects. 3. Religion. 
4. Philosophy. I. Title. 

BD431.C297 1986 110 86-14304 

ISBN 0-02-905980-1 


This book is dedicated to 
Alisa , Keene, and Jamie , of course. 




Contents 


one: 

There Are at Least Two Kinds of Games 

i 

two: 

No One Can Play a Game Alone 

35 

three: 

I Am the Genius of Myself 

65 

four: 

A Finite Game Occurs Within a World 

87 

five: 

Nature Is the Realm of the Unspeakable 

97 

Six: 

We Control Nature for Societal Reasons 

115 

seven: 

Myth Provokes Explanation 
but Accepts None of It 

137 


Index 

151 




ONE 


There Are at 
LeastTwo 
Kinds of 
Games 




1 

There are at least two kinds of games. One could be called 
finite, the other infinite. 

A finite game is played for the purpose of winning, an 
infinite game for the purpose of continuing the play. 


2 

If a finite game is to be won by someone it must come 
to a definitive end. It will come to an end when someone 
has won. 

We know that someone has won the game when all the 
players have agreed who among them is the winner. No other 
condition than the agreement of the players is absolutely re¬ 
quired in determining who has won the game. 

It may appear that the approval of the spectators, or the 
referees, is also required in the determination of the winner. 
However, it is simply the case that if the players do not agree 
on a winner, the game has not come to a decisive conclusion— 
and the players have not satisfied the original purpose of play¬ 
ing. Even if they are carried from the field and forcibly blocked 
from further play, they will not consider the game ended. 


FINITE AND INFINITE GAMES 3 



Suppose the players all agree, but the spectators and the 
referees do not. Unless the players can be persuaded that 
their agreement was mistaken, they will not resume the play— 
indeed, they cannot resume the play. We cannot imagine 
players returning to the field and truly playing if they are 
convinced the game is over. 

There is no finite game unless the players freely choose 
to play it. No one can play who is forced to play. 

It is an invariable principle of all play, finite and infinite, 
that whoever plays, plays freely. Whoever must play, cannot 
play. 


3 

Just as it is essential for a finite game to have a definitive 
ending, it must also have a precise beginning. Therefore, we 
can speak of finite games as having temporal boundaries— 
to which, of course, all players must agree. But players must 
agree to the establishment of spatial and numerical boundaries 
as well. That is, the game must be played within a marked 
area, and with specified players. 

Spatial boundaries are evident in every finite conflict, from 
the simplest board and court games to world wars. The oppo¬ 
nents in World War II agreed not to bomb Heidelberg and 
Paris and declared Switzerland outside the boundaries of con¬ 
flict. When unnecessary and excessive damage is inflicted by 
one of the sides in warfare, a question arises as to the legitimacy 
of the victory that side may claim, even whether it has been 
a war at all and not simply gratuitous unwarranted violence. 
When Sherman burned his way from Atlanta to the sea, he 
so ignored the sense of spatial limitation that for many persons 



the war was not legitimately won by the Union Army, and 
has in fact never been concluded. 

Numerical boundaries take many forms but are always ap¬ 
plied in finite games. Persons are selected for finite play. It 
is the case that we cannot play if we must play, but it is 
also the case that we cannot play alone. Thus, in every case, 
we must find an opponent, and in most cases teammates, 
who are willing to join in play with us. Not everyone who 
wishes to do so may play for, or against, the New York Yankees. 
Neither may they be electricians or agronomists by individual 
choice, without the approval of their potential colleagues and 
competitors. 

Because finite players cannot select themselves for play, 
there is never a time when they cannot be removed from 
the game, or when the other contestants cannot refuse to 
play with them. The license never belongs to the licensed, 
nor the commission to the officer. 

What is preserved by the constancy of numerical bound¬ 
aries, of course, is the possibility that all contestants can agree 
on an eventual winner. Whenever persons may walk on or 
off the field of play as they wish, there is such a confusion 
of participants that none can emerge as a clear victor. Who, 
for example, won the French Revolution? 


4 

To have such boundaries means that the date, place, and 
membership of each finite game are externally defined. When 
we say of a particular contest that it began on September 1, 
1939, we are speaking from the perspective of world time; 
that is, from the perspective of what happened before the 


FINITE AND INFINITE GAMES 5 



beginning of the conflict and what would happen after its 
conclusion. So also with place and membership. A game is 
played in that place, with those persons. 

The world is elaborately marked by boundaries of contest, 
its people finely classified as to their eligibilities. 


5 

Only one person or team can win a finite game, but the 
other contestants may well be ranked at the conclusion of 
play. 

Not everyone can be a corporation president, although some 
who have competed for that prize may be vice presidents or 
district managers. 

There are many games we enter not expecting to win, but 
in which we nonetheless compete for the highest possible 
ranking. 


6 

In one respect, but only one, an infinite game is identical 
to a finite game: Of infinite players we can also say that if 
they play they play freely; if they must play, they cannot 
play. 

Otherwise, infinite and finite play stand in the sharpest 
possible contrast. 

Infinite players cannot say when their game began, nor 
do they care. They do not care for the reason that their game 
is not bounded by time. Indeed, the only purpose of the game 


6 



is to prevent it from coming to an end, to keep everyone in 
play. 

There are no spatial or numerical boundaries to an infinite 
game. No world is marked with the barriers of infinite play, 
and there is no question of eligibility since anyone who wishes 
may play an infinite game. 

While finite games are externally defined, infinite games 
are internally defined. The time of an infinite game is not 
world time, but time created within the play itself. Since 
each play of an infinite game eliminates boundaries, it opens 
to players a new horizon of time. 

For this reason it is impossible to say how long an infinite 
game has been played, or even can be played, since duration 
can be measured only externally to that which endures. It is 
also impossible to say in which world an infinite game is played, 
though there can be any number of worlds within an infinite 
game. 


7 

Finite games can be played within an infinite game, but 
an infinite game cannot be played within a finite game. 

Infinite players regard their wins and losses in whatever 
finite games they play as but moments in continuing play. 


8 

If finite games must be externally bounded by time, space, 
and number, they must also have internal limitations on what 


FINITE AND INFINITE GAMES 7 



the players can do to and with each other. To agree on internal 
limitations is to establish rules of play . 

The rules will be different for each finite game. It is, in 
fact, by knowing what the rules are that we know what the 
game is. 

What the rules establish is a range of limitations on the 
players: each player must, for example, start behind the white 
line, or have all debts paid by the end of the month, charge 
patients no more than they can reasonably afford, or drive 
in the right lane. 

In the narrowest sense rules are not laws; they do not man¬ 
date specific behavior, but only restrain the freedom of the 
players, allowing considerable room for choice within those 
restraints. 

If these restraints are not observed, the outcome of the 
game is directly threatened. The rules of a finite game are 
the contractual terms by which the players can agree who 
has won. 


9 

The rules must be published prior to play, and the players 
must agree to them before play begins. 

A point of great consequence to all finite play follows from 
this: The agreement of the players to the applicable rules consti¬ 
tutes the ultimate validation of those rules. 

Rules are not valid because the Senate passed them, or 
because heroes once played by them, or because God pro¬ 
nounced them through Moses or Muhammad. They are valid 
only if and when players freely play by them. 


8 



There are no rules that require us to obey rules. If there 
were, there would have to be a rule for those rules, and so 
on. 


10 

If the rules of a finite game are unique to that game it is 
evident that the rules may not change in the course of play — 
else a different game is being played. 

It is on this point that we find the most critical distinction 
between finite and infinite play: The rules of an infinite game 
must change in the course of play . The rules are changed 
when the players of an infinite game agree that the play is 
imperiled by a finite outcome—that is, by the victory of some 
players and the defeat of others. 

The rules of an infinite game are changed to prevent anyone 
from winning the game and to bring as many persons as possi¬ 
ble into the play. 

If the rules of a finite game are the contractual terms by 
which the players can agree who has won, the rules of an 
infinite game are the contractual terms by which the players 
agree to continue playing. 

For this reason the rules of an infinite game have a different 
status from those of a finite game. They are like the grammar 
of a living language, where those of a finite game are like 
the rules of debate. In the former case we observe rules as 
a way of continuing discourse with each other; in the latter 
we observe rules as a way of bringing the speech of another 
person to an end. 

The rules, or grammar, of a living language are always evolv- 


FINITE AND INFINITE GAMES 9 



ing to guarantee the meaningfulness of discourse, while the 
rules of debate must remain constant. 


11 

Although the rules of an infinite game may change by agree¬ 
ment at any point in the course of play, it does not follow 
that any rule will do. It is not in this sense that the game 
is infinite. 

The rules are always designed to deal with specific threats 
to the continuation of play. Infinite players use the rules to 
regulate the way they will take the boundaries or limits being 
forced against their play into the game itself. 

The rule-making capacity of infinite players is often chal¬ 
lenged by the impingement of powerful boundaries against 
their play—such as physical exhaustion, or the loss of material 
resources, or the hostility of nonplayers, or death. 

The task is to design rules that will allow the players to 
continue the game by taking these limits into play—even 
when death is one of the limits. It is in this sense that the 
game is infinite. 

This is equivalent to saying that no limitation may be im¬ 
posed against infinite play. Since limits are taken into play, 
the play itself cannot be limited. 

Finite players play within boundaries; infinite players play 
with boundaries. 


12 

Although it may be evident enough in theory that whoever 
plays a finite game plays freely, it is often the case that finite 


10 



players will be unaware of this absolute freedom and will come 
to think that whatever they do they must do. There are several 
possible reasons for this: 

—We saw that finite players must be selected. While 
no one is forced to remain a lawyer or a rodeo performer or 
a kundalini yogi after being selected for these roles, each role 
is nonetheless surrounded both by ruled restraints and expecta¬ 
tions on the part of others. One senses a compulsion to main¬ 
tain a certain level of performance, because permission to 
play in these games can be canceled. We cannot do whatever 
we please and remain lawyers or yogis—and yet we could 
not be either unless we pleased. 

—Since finite games are played to be won , players make 
every move in a game in order to win it. Whatever is not 
done in the interest of winning is not part of the game. The 
constant attentiveness of finite players to the progress of the 
competition can lead them to believe that every move they 
make they must make. 

—It may appear that the prizes for winning are indispensa¬ 
ble, that without them life is meaningless, perhaps even impos¬ 
sible. There are, to be sure, games in which the stakes seem 
to be life and death. In slavery, for example, or severe political 
oppression, the refusal to play the demanded role may be 
paid for with terrible suffering or death. 

Even in this last, extreme case we must still concede that 
whoever takes up the commanded role does so by choice. 
Certainly the price for refusing it is high, but that there is 
a price at all points to the fact that oppressors themselves 
acknowledge that even the weakest of their subjects must 
agree to be oppressed. If the subjects were unresisting puppets 
or automatons, no threat would be necessary, and no price 
would be paid—thus the satire of the putative ideal of oppres- 


FINITE AND INFINITE GAMES 11 



sors in Huxley's Gammas, Orwell's Proles, and Rossum's Uni¬ 
versal Robots (Capek). 

Unlike infinite play, finite play is limited from without; 
like infinite play, those limitations must be chosen by the 
player since no one is under any necessity to play a finite 
game. Fields of play simply do not impose themselves on 
us. Therefore, all the limitations of finite play are self-limita¬ 
tions. 


13 

To account for the large gap between the actual freedom 
of finite players to step off the field of play at any time and 
the experienced necessity to stay at the struggle, we can say 
that as finite players we somehow veil this freedom from our¬ 
selves. 

Some self-veiling is present in all finite games. Players must 
intentionally forget the inherently voluntary nature of their 
play, else all competitive effort will desert them. 

From the outset of finite play each part or position must 
be taken up with a certain seriousness; players must see them¬ 
selves as teacher, as light-heavyweight, as mother. In the 
proper exercise of such roles we positively believe we are the 
persons those roles portray. Even more: we make those roles 
believable to others. It is in the nature of acting, Shaw said, 
that we are not to see this woman as Ophelia, but Ophelia 
as this woman. 

If the actress is so skillful that we do see Ophelia as this 
woman, it follows that we do not see performed emotions 
and hear recited words, but a person's true feelings and speech. 
To some extent the actress does not see herself performing 
but feels her performed emotion and actually says her memo- 


12 



rized lines—and yet the very fact that they are performed 
means that the words and feelings belong to the role and 
not to the actress. In fact, it is one of the requirements of 
her craft that she keep her own person distinct from the 
role. What she feels as the person she is has nothing to do 
with Ophelia and must not enter into her playing of the 
part. 

Of course, not for a second will this woman in her acting 
be unaware that she is acting. She never forgets that she 
has veiled herself sufficiently to play this role, that she has 
chosen to forget for the moment that she is this woman and 
not Ophelia. But then, neither do we as audience forget we 
are audience. Even though we see this woman as Ophelia, 
we are never in doubt that she is not. We are in complicity 
with her veil. We allow her performed emotions to affect 
us, perhaps powerfully. But we never forget that we allow 
them to do so. 

So it is with all roles. Only freely can one step into the 
role of mother. Persons who assume this role, however, must 
suspend their freedom with a proper seriousness in order to 
act as the role requires. A mother's words, actions, and feelings 
belong to the role and not to the person—although some 
persons may veil themselves so assiduously that they make 
their performance believable even to themselves, overlooking 
any distinction between a mother's feelings and their own. 

The issue here is not whether self-veiling can be avoided, 
or even should be avoided. Indeed, no finite play is possible 
without it. The issue is whether we are ever willing to =drop 
the veil and openly acknowledge, if only to ourselves, that 
we have freely chosen to face the world through a mask. 
Consider the actress whose skill at making Ophelia appear 
as this woman demonstrates the clarity with which she can 
distinguish the role from herself. Is it not possible that when 


FINITE AND INFINITE GAMES B 



she leaves the stage she does not give up acting, but simply 
leaves off one role for another, say the role of “actress,” an 
abstracted personage whose public behavior is carefully 
scripted and produced? At which point do we confront the 
fact that we live one life and perform another, or others, 
attempting to make our momentary forgetting true and lasting 
forgetting? 

What makes this an issue is not the morality of masking 
ourselves. It is rather that self-veiling is a contradictory act— 
a free suspension of our freedom. I cannot forget that I have 
forgotten. I may have used the veil so successfully that I have 
made my performance believable to myself. I may have con¬ 
vinced myself I am Ophelia. But credibility will never suffice 
to undo the contradictoriness of self-veiling. “To believe is 
to know you believe, and to know you believe is not to believe” 
(Sartre). 

If no amount of veiling can conceal the veiling itself, the 
issue is how far we will go in our seriousness at self-veiling, 
and how far we will go to have others act in complicity with 

us. 


14 

Since finite games can be played within an infinite game, 
infinite players do not eschew the performed roles of finite 
play. On the contrary, they enter into finite games with all 
the appropriate energy and self-veiling, but they do so without 
the seriousness of finite players. They embrace the abstractness 
of finite games as abstractness, and therefore take them up 
not seriously, but playfully. (The term “abstract” is used here 
according to Hegel's familiar definition of it as the substitution 
of a part of the whole for the whole, the whole being “con- 


14 



Crete/') They freely use masks in their social engagements, 
but not without acknowledging to themselves and others that 
they are masked. For that reason they regard each participant 
in finite play as that person playing and not as a role played 
by someone. 

Seriousness is always related to roles, or abstractions. We 
are likely to be more serious with police officers when we 
find them uniformed and performing their mandated roles 
than when we find them in the process of changing into 
their uniforms. Seriousness always has to do with an established 
script, an ordering of affairs completed somewhere outside 
the range of our influence. We are playful when we engage 
others at the level of choice, when there is no telling in advance 
where our relationship with them will come out—when, in 
fact, no one has an outcome to be imposed on the relationship, 
apart from the decision to continue it. 

To be playful is not to be trivial or frivolous, or to act as 
though nothing of consequence will happen. On the contrary, 
when we are playful with each other we relate as free persons, 
and the relationship is open to surprise; everything that hap¬ 
pens is of consequence. It is, in fact, seriousness that closes 
itself to consequence, for seriousness is a dread of the unpre¬ 
dictable outcome of open possibility. To be serious is to press 
for a specified conclusion. To be playful is to allow for possibil¬ 
ity whatever the cost to oneself. 

There is, however, a familiar form of playfulness often asso¬ 
ciated with situations protected from consequence—where no 
matter what we do (within certain limits), nothing will come 
of it. This is not playing so much as it is playing at , a harmless 
disregard for social constraints. While this is by no means 
excluded from infinite play, it is not the same as infinite play. 

By relating to others as they move out of their own freedom 
and not out of the abstract requirements of a role, infinite 


FINITE AND INFINITE GAMES 15 



players are concrete persons engaged with concrete persons. 
For that reason an infinite game cannot be abstracted, for 
it is not a part of the whole presenting itself as the whole, 
but the whole that knows it is the whole. We cannot say a 
person played this infinite game or that, as though the rules 
are independent of the concrete circumstances of play. It 
can be said only that these persons played with each other 
and in such a way that what they began cannot be finished. 


15 

Inasmuch as a finite game is intended for conclusion, inas¬ 
much as its roles are scripted and performed for an audience, 
we shall refer to finite play as theatrical. Although script and 
plot do not seem to be written in advance, we are always 
able to look back at the path followed to victory and say of 
the winners that they certainly knew how to act and what 
to say. 

Inasmuch as infinite players avoid any outcome whatsoever, 
keeping the future open, making all scripts useless, we shall 
refer to infinite play as dramatic. 

Dramatically, one chooses to be a mother; theatrically, one 
takes on the role of mother. 


16 

One obeys the rules in a finite game in order to play, but 
playing does not consist only in obeying rules. 

The rules of a finite game do not constitute a script. A 
script is composed according to the rules but is not identical 
to the rules. The script is the record of the actual exchanges 


16 



between players—whether acts or words—and therefore can¬ 
not be written down beforehand. In all true finite play the 
scripts are composed in the course of play. 

This means that during the game all finite play is dramatic, 
since the outcome is yet unknown. That the outcome is not 
known is what makes it a true game. The theatricality of 
finite play has to do with the fact that there is an outcome. 

Finite play is dramatic, but only provisionally dramatic. 
As soon as it is concluded we are able to look backward and 
see how the sequence of moves, though made freely by the 
competitors, could have resulted only in this outcome. We 
can see how every move fit into a sequence that made it 
inevitable that this player would win. 

The fact that a finite game is provisionally dramatic means 
that it is the intention of each player to eliminate its drama 
by making a preferred end inevitable. It is the desire of all 
finite players to be Master Players , to be so perfectly skilled 
in their play that nothing can surprise them, so perfectly 
trained that every move in the game is foreseen at the begin¬ 
ning. A true Master Player plays as though the game is already 
in the past, according to a script whose every detail is known 
prior to the play itself. 


17 

Surprise is a crucial element in most finite games. If we 
are not prepared to meet each of the possible moves of an 
opponent, our chances of losing are most certainly increased. 

It is therefore by surprising our opponent that we are most 
likely to win. Surprise in finite play is the triumph of the 
past over the future. The Master Player who already knows 
what moves are to be made has a decisive advantage over 


FINITE AND INFINITE GAMES 17 



the unprepared player who does not yet know what moves 
will be made. 

A finite player is trained not only to anticipate every future 
possibility, but to control the future, to prevent it from altering 
the past. This is the finite player in the mode of seriousness 
with its dread of unpredictable consequence. 

Infinite players, on the other hand, continue their play in 
the expectation of being surprised. If surprise is no longer 
possible, all play ceases. 

Surprise causes finite play to end; it is the reason for infinite 
play to continue. 

Surprise in infinite play is the triumph of the future over 
the past. Since infinite players do not regard the past as having 
an outcome, they have no way of knowing what has been 
begun there. With each surprise, the past reveals a new begin¬ 
ning in itself. Inasmuch as the future is always surprising, 
the past is always changing. 

Because finite players are trained to prevent the future from 
altering the past, they must hide their future moves. The 
unprepared opponent must be kept unprepared. Finite players 
must appear to be something other than what they are. Every¬ 
thing about their appearance must be concealing. To appear 
is not to appear. All the moves of a finite player must be 
deceptive: feints, distractions, falsifications, misdirections, 
mystifications. 

Because infinite players prepare themselves to be surprised 
by the future, they play in complete openness. It is not an 
openness as in candor , but an openness as in vulnerability. 
It is not a matter of exposing one's unchanging identity, the 
true self that has always been, but a way of exposing one's 
ceaseless growth, the dynamic self that has yet to be. The 
infinite player does not expect only to be amused by surprise, 


18 



but to be transformed by it, for surprise does not alter some 
abstract past, but one's own personal past. 

To be prepared against surprise is to be trained. To be 
prepared for surprise is to be educated. 

Education discovers an increasing richness in the past, be¬ 
cause it sees what is unfinished there. Training regards the 
past as finished and the future as to be finished. Education 
leads toward a continuing self-discovery; training leads toward 
a final self-definition. 

Training repeats a completed past in the future. Education 
continues an unfinished past into the future. 


18 

What one wins in a finite game is a title. 

A title is the acknowledgment of others that one has been 
the winner of a particular game. Titles are public. They are 
for others to notice. I expect others to address me according 
to my titles, but 1 do not address myself with them—unless, 
of course, I address myself as an other. The effectiveness of 
a title depends on its visibility, its noticeabilitv to others. 


19 

Any given finite game can be played many times, although 
each occasion of its occurrence is unique. The game that 
was played at that time by those players can never be played 
again. 

Since titles are timeless, but exist only so far as they are 
acknowledged, we must find means to guarantee the memory 


FINITE AND INFINITE GAMES 19 



of them. The birettas of dead cardinals are suspended from 
the ceilings of cathedrals, as it were forever; the numbers of 
great athletes are “retired” or withdrawn from all further play; 
great achievements are carved in imperishable stone or memo¬ 
rialized by perpetual flames. 

Some titles are inherited, though only when the bloodline 
or some other tangible connection with the original winner 
has been established, suggesting that the winners have contin¬ 
ued to exist in their descendants. The heirs to titles are there¬ 
fore obliged to display the appropriate emblems: a coat of 
arms or identifiable styles of speech, clothing, or behavior. 

It is a principal function of society to validate titles and 
to assure their perpetual recognition. 


20 

It is in connection with the timelessness of titles that we 
can first discern the importance of death to both finite and 
infinite games and the great difference between the ways death 
is understood in each. 

A finite game must always be won with a terminal move, 
a final act within the boundaries of the game that establishes 
the winner beyond any possibility of challenge. A terminal 
move results, in other words, in the death of the opposing 
player as player . The winner kills the opponent. The loser 
is dead in the sense of being incapable of further play. 

Properly speaking, life and death as such are rarely the 
stakes of a finite game. What one wins is a title; and when 
the loser of a finite game is declared dead to further play, it 
is equivalent to declaring that person utterly without title— 


20 



a person to whom no attention whatsoever need be given. 
Death, in finite play, is the triumph of the past over the 
future, a condition in which no surprise is possible. 

For this reason, death for a finite player need have nothing 
to do with the physical demise of the body; it is not a reference 
to a corporeal state. There are two ways in which death is 
commonly associated with the fate of the body: One can be 
dead in life, or one can be alive in death. 

Death in life is a mode of existence in which one has ceased 
all play; there is no further striving for titles. All competitive 
engagement with others has been abandoned. For some, 
though not for all, death in life is a misfortune, the resigned 
acceptance of a loser's status, a refusal to hold any title up 
for recognition. For others, however, death in life can be 
regarded as an achievement, the result of a spiritual discipline, 
say, intended to extinguish all traces of struggle with the world, 
a liberation from the need for any title whatsoever. "Die before 
ye die," declare the Sufi mystics. 

Life in death concerns those who are titled and whose 
titles, since they are timeless, may not be extinguished by 
death. Immortality, in this case, is not a reward but the condi¬ 
tion necessary to the possession of rewards. Victors live forever 
not because their souls are unaffected by death but because 
their titles must not be forgotten. 

It was not merely the souls of the Egyptian pharaohs that 
passed on into the afterlife, but their complete offices and 
roles, along with all the tangible reminders of their earthly 
triumphs—including servants put to death that they might 
accompany their titled masters into eternity. For Christian 
saints "death has lost its sting" not because there is something 
inherently imperishable in the human soul, but because they 


FINITE AND INFINITE GAMES 21 



have fought the good fight, and they have successfully pressed 
on "toward the goal for the prize of the upward call of God 
in Christ Jesus” (Paul). 

Soldiers commonly achieve a life in death. Soldiers fight 
not to stay alive but to save the nation. Those who do fight 
only to protect themselves are, in fact, considered guilty of 
the highest military crimes. Soldiers who die fighting the en¬ 
emy, however, receive the nation's highest reward: They are 
declared unforgettable. Even unknown soldiers are memorial¬ 
ized—though their names have been lost, their titles will not 
be. 

What the winners of finite games achieve is not properly 
an after life but an afterwor/c/, not continuing existence but 
continuing recognition of their titles. 


21 

There are games in which the stakes do seem to be life 
and death. 

Extreme forms of bondage sometimes offer persons the priv¬ 
ilege of staying alive in exchange for their play—and death 
for refusing to play. There is, however, something odd in 
this exchange. A slave does not so much receive a life as 
give a life—a life whose only function is to reflect the master's 
superiority. The slave's life is the property of the master; the 
slave exists only as an emblem of the master's prior victories. 

A slave can have life only by giving it away. "He who 
loves his life loses it, and he who hates his life in this world 
will keep it for eternal life” (Jesus). 

Perhaps a more common example of such life-or-death forms 
of bondage is found in those persons who resort to expensive 
medical strategies to be cured of life-threatening illness. They, 


22 



too, seem to be giving life away in order to win it back. So 
also are those who observe special diets or patterns of life 
designed to prolong their youth and to postpone aging and 
death indefinitely; they hate their life in this world now in 
order that they may have it later. And just as with slaves, 
the life they receive is given to them by others: doctors, yogis, 
or their anonymous admirers. 

When life is viewed by a finite player as the award to be 
won, then death is a token of defeat. Death is not, therefore, 
chosen, but inflicted. It happens to one when the struggle 
against it fails. Death comes as a judgment, a dishonor, a 
sign of certain weakness. Death for the finite player is deserved, 
earned. "The wages of sin is death” (Paul). 

If the losers are dead, the dead are also losers. 

There is a contradiction here: If the prize for winning finite 
play is life, then the players are not properly alive. They are 
competing for life. Life, then, is not play, but the outcome 
of play. Finite players play to live; they do not live their 
playing. Life is therefore deserved, bestowed, possessed, won. 
It is not lived. "Life itself appears only as a means to ///e” 
(Marx). 

This is a contradiction common to all finite play. Because 
the purpose of a finite game is to bring play to an end with 
the victory of one of the players, each finite game is played 
to end itself. The contradiction is precisely that all finite play 
is play against itself. 


22 

Death, for finite players, is abstract, not concrete. It is 
not the whole person, but only an abstracted fragment of 
the whole, that dies in life or lives in death. 


FINITE AND INFINITE GAMES 23 



So ais life abstract for finite players. It is not the whole 
person who lives. If life is a means to life, we must abstract 
ourselves, but only for the sake of winning an abstraction. 

Immortality, therefore, is the triumph of such abstraction. 
It is a state of unrelieved theatricality. An immortal soul is 
a person who cannot help but continue living out a role already 
scripted. An immortal person could not choose to die nor, 
for the same reason, choose to live. Immortality is serious 
and in no way playful. One's actions can have no consequence 
beyond themselves. There are no surprises in the afterworld. 

Of course, immortality of the soul —the bare soul, cleansed 
of any personality traces—is rarely what is desired in the yearn¬ 
ing for immortality. "The information that my soul is to last 
forever could then be of no more personal concern to me 
than the news that my appendix is to be preserved eternally 
in a bottle" (Flew). More often what one intends to preserve 
is a public personage, a permanently veiled selfhood. Immortal¬ 
ity is the state of forgetting that we have forgotten—that 
is, overlooking the fact that we freely decided to enter into 
finite play, a decision in itself playful and not serious. 

Immortality is therefore the supreme example of the contra¬ 
dictoriness of finite play: It is a life one cannot live. 


23 

Infinite players die. Since the boundaries of death are always 
part of the play, the infinite player does not die at the end 
of play, but in the course of play. 

The death of an infinite player is dramatic. It does not 
mean that the game comes to an end with death; on the 
contrary, infinite players offer their death as a way of continu¬ 
ing the play. For that reason they do not play for their own 


24 



life; they live for their own play. But since that play is always 
with others, it is evident that infinite players both live and 
die for the continuing life of others. 

Where the finite player plays for immortality, the infinite 
player plays as a mortal. In infinite play one chooses to be 
mortal inasmuch as one always plays dramatically, that is, 
toward the open, toward the horizon, toward surprise, where 
nothing can be scripted. It is a kind of play that requires 
complete vulnerability. To the degree that one is protected 
against the future, one has established a boundary and no 
longer plays with but against others. 

Death is a defeat in finite play. It is inflicted when one's 
boundaries give way and one falls to an opponent. The finite 
player dies under the terminal move of another. 

Although infinite players choose mortality, they may not 
know when death comes, but we can always say of them 
that “they die at the right time" (Nietzsche). 

The finite play for life is serious; the infinite play of life 
is joyous. Infinite play resounds throughout with a kind of 
laughter. It is not a laughter at others who have come to an 
unexpected end, having thought they were going somewhere 
else. It is laughter with others with whom we have discovered 
that the end we thought we were coming to has unexpectedly 
opened. We laugh not at what has surprisingly come to be 
impossible for others, but over what has surprisingly come 
to be possible with others. 


24 

Infinite play is inherently paradoxical , just as finite play is 
inherently contradictory . Because it is the purpose of infinite 
players to continue the play, they do not play for themselves. 


FINITE AND INFINITE GAMES 25 



The contradiction of finite play is that the players desire to 
bring play to an end for themselves. The paradox of infinite 
play is that the players desire to continue the play in others. 
The paradox is precisely that they play only when others go 
on with the game. 

Infinite players play best when they become least necessary 
to the continuation of play. It is for this reason they play as 
mortals. 

The joyfulness of infinite play, its laughter, lies in learning 
to start something we cannot finish. 


25 

If finite players acquire titles from winning their games, 
we must say of infinite players that they have nothing but 
their names. 

Names, like titles, are given. Persons cannot name them¬ 
selves any more than they can entitle themselves. However, 
unlike titles, which are given for what a person has done, a 
name is given at birth—at a time when a person cannot yet 
have done anything. Titles are given at the end of play, names 
at the beginning. 

When a person is known by title, the attention is on a 
completed past, on a game already concluded, and not there¬ 
fore to be played again. A title effectively takes a person out 
of play. 

When a person is known only by name, the attention of 
others is on an open future. We simply cannot know what 
to expect. Whenever we address each other by name we ignore 
all scripts, and open the possibility that our relationship will 
become deeply reciprocal. That I cannot now predict your 
future is exactly what makes mine unpredictable. Our futures 


26 



enter into each other. What is your future, and mine, becomes 
ours. We prepare each other for surprise. 

Titles are abstractions; names are always concrete. 

It can happen that when persons are distinctly identified 
as winners their names can have the force of titles. We some¬ 
times act "to clear our name” of aspersions, or to defend 
the "good name of our family.” Names can even become 
titles in the formal sense, such as "Caesar,” or "Napoleon,” 
or "the name of Jesus which is above every name” (Paul). 
When Jesus is regarded by way of a title instead of a name, 
he becomes an abstracted, theatrical role, a person with whom 
we can share no future, rather a Master Player in whose future 
we live in a manner that has already been scripted, or decided, 
for us. "Before Abraham was, I am,” Jesus said of himself 
in the Gospel of John. 


26 

Titles, then, point backward in time. They have their origin 
in an unrepeatable past. 

Titles are theatrical. Each title has a specified ceremonial 
form of address and behavior. Titles such as Captain, Mrs., 
Lord, Esquire, Professor, Comrade, Father, Under Secretary, 
signal not only a mode of address with its appropriate defer¬ 
ence or respect, but also a content of address (only certain 
subjects are suitable for discussion with the Admiral of the 
Fleet or the District Attorney or the Holy Mother), and a 
manner of address (shaking hands, kneeling, prostrating or 
crossing oneself, saluting, bowing, averting the eyes, or stand¬ 
ing in silence). 

The mode and content of address and the manner of behav¬ 
ior are recognitions of the areas in which titled persons are 


FINITE AND INFINITE GAMES 27 



no longer in competition. There are precise ways in which 
one may no longer compete with the Dalai Lama or the Heavy¬ 
weight Champion of the World. There is no possible action 
by which one may deprive them of their titles to contests 
now in the past. Therefore, insofar as we recognize their titles 
we withdraw from any contest with them in those areas. 


27 

The titled are powerful. Those around them are expected 
to yield, to withdraw their opposition, and to conform to 
their will—in the arena in which the title was won. 

The exercise of power always presupposes resistance. Power 
is never evident until two or more elements are in opposition. 
Whichever element can move another is the more powerful. 
If no one else ever strove to be a Boddhisattva or the Baton 
Twirling Champion of the State of Indiana, those titles would 
be powerless—no one would defer to them. 

The exercise of power also presupposes a closed field and 
finite units of time. My power is determined by the amount 
of resistance I can displace within given spatial and temporal 
limits . The question is not whether I can lift ten pounds, 
but whether I can lift ten pounds five feet off the ground 
in one second—or within some other precise limitation of 
time and space. The establishment of the limits makes it 
possible to know how powerful I am in relation to others. 

Power is always measured in units of comparison. In fact, 
it is a term of competition: How much resistance can I over¬ 
come relative to others? 

Power is a concept that belongs only in finite play. But 
power is not properly measurable until the game is com¬ 
pleted—until the designated period of time has run out. Dur- 


28 



ing the course of play we cannot yet determine the power 
of the players, because to the degree that it is genuine play 
the outcome is unknown. A player who is being pushed all 
over the field by an apparently superior opponent may display 
an unsuspected burst of activity at the end and take the victory. 
Until the final hours of the count in the presidential election 
of 1948 many Americans thought that Harry Truman was a 
far weaker candidate than Thomas Dewey. 

To speak meaningfully of a person’s power is to speak of 
what that person has already completed in one or another 
closed field. To see power is to look backward in time. 

Inasmuch as power is determined by the outcome of a 
game, one does not win by being powerful; one wins to be 
powerful. If one has sufficient power to win before the game 
has begun, what follows is not a game at all. 

One can be powerful only through the possession of an 
acknowledged title—that is, only by the ceremonial deference 
of others. Power is never one’s own, and in that respect it 
shows the contradiction inherent in all finite play. I can be 
powerful only by not playing, by showing that the game is 
over. I can therefore have only what powers others give me. 
Power is bestowed by an audience after the play is complete. 

Power is contradictory, and theatrical. 


28 

It may seem implausible to claim that power is a matter 
of deference to titles. If anything appears to be a permanent 
feature of reality it is power—the constant impingement on 
us of superior forces both without and within. Everything 
from changes in the weather and acts of national governments 
to the irresistible push of instinct and the process of aging 


FINITE AND INFINITE GAMES 29 



seems to confirm us as helpless creatures of circumstance— 
and to that degree powerless. It seems plainly false to say 
that power is theatrical. 

And yet, the theatrical nature of power seems to be consis¬ 
tent with the principle arrived at earlier: Whoever must play 
cannot play. The intuitive idea in that principle is that no 
one can engage us competitively unless we fully cooperate, 
unless we join the game and join it to win. Because power 
is measurable only in comparative—that is, competitive— 
terms, it presupposes some kind of cooperation. If we defer 
to titled winners, it is only because we regard ourselves as 
losers. To do so is freely to take part in the theater of power. 

There certainly are acts of government, or acts of nature, 
or acts of god that far exceed any contravening ability of 
our own, but it is unlikely that we would consider ourselves 
losers in relation to them. We are not defeated by floods or 
genetic disease or the rate of inflation. It is true that these 
are real , but we do not play against reality; we play according 
to reality. We do not eliminate weather or genetic influence 
but accept them as the realities that establish the context 
of play, the limits within which we are to play. 

If I accept death as inevitable, I do not struggle against 
mortality. I struggle as a mortal. 

All the limitations of finite play are self-limitations. 


29 

Power is a feature only of finite games. It is not dramatic 
but theatrical. How then do infinite players contend with 
power? Infinite play is always dramatic; its outcome is endlessly 
open. There is no way of looking back to make a definitive 
assessment of the power or weakness of earlier play. Infinite 


30 



players look forward, not to a victory in which the past will 
achieve a timeless meaning, but toward ongoing play in which 
the past will require constant reinterpretation. Infinite players 
do not oppose the actions of others, but initiate actions of 
their own in such a way that others will respond by initiating 
their own. 

We need a term that will stand in contrast to “power” 
as it acquires its meaning in finite play. Let us say that where 
the finite player plays to be powerful the infinite player plays 
with strength. 

A powerful person is one who brings the past to an outcome, 
settling all its unresolved issues. A strong person is one who 
carries the past into the future, showing that none of its issues 
is capable of resolution. Power is concerned with what has 
already happened; strength with what has yet to happen. 
Power is finite in amount. Strength cannot be measured, be¬ 
cause it is an opening and not a closing act. Power refers to 
the freedom persons have within limits, strength to the free¬ 
dom persons have with limits. 

Power will always be restricted to a relatively small number 
of selected persons. Anyone can be strong. 

Strength is paradoxical. I am not strong because I can force 
others to do what I wish as a result of my play with them , 
but because I can allow them to do what they wish in the 
course of my play with them. 


30 

Although anyone who wishes can be an infinite player, and 
although anyone can be strong, we are not to suppose that 
power cannot work irremediable damage on infinite play. Infi¬ 
nite play cannot prevent or eliminate evil. Though infinite 


FINITE AND INFINITE GAMES 31 



players are strong, they are not powerful and do not attempt 
to become powerful. 

Evil is the termination of infinite play. It is infinite play 
coming to an end in unheard silence. 

Unheard silence does not necessarily mean the death of 
the player. Unheard silence is not the loss of the player's 
voice, but the loss of listeners for that voice. It is an evil 
when the drama of a life does not continue in others for 
reason of their deafness or ignorance. 

There are silences that can be heard, even from the dead 
and from the severely oppressed. Much is recoverable from 
an apparently forgotten past. Sensitive and faithful historians 
can learn much of what has been lost, and much therefore 
that can be continued. 

There are silences, however, that will never and can never 
be heard. There is much evil that remains beyond redemption. 
When Europeans first landed on the North American conti¬ 
nent the native population spoke as many as ten thousand 
distinct languages, each with its own poetry and treasury of 
histories and myths, its own ways of living in harmony with 
the spontaneities of the natural environment. All but a very 
few of those tongues have been silenced, their cultures forever 
lost to those of us who stand ignorantly in their place. 

Evil is not the termination of a finite game. Finite players, 
even those who play for their own lives, know the stakes of 
the games they freely choose to play. 

Evil is not the attempt to eliminate the play of another 
according to published and accepted rules, but to eliminate 
the play of another regardless of the rules. Evil is not the 
acquisition of power, but the expression of power. It is the 
forced recognition of a title—and therein lies the contradiction 
of evil, for recognition cannot be forced. The Nazis did not 
compete with the Jews for a title, but demanded recognition 


u 



of a title without competition. This could be achieved, how¬ 
ever, only by silencing the Jews, only by hearing nothing from 
them. They were to die in silence, along with their culture, 
without anyone noticing, not even those who managed the 
institutions and instruments of death. 


31 

Evil is never intended as evil. Indeed, the contradiction 
inherent in all evil is that it originates in the desire to eliminate 
evil. "The only good Indian is a dead Indian/' 

Evil arises in the honored belief that history can be tidied 
up, brought to a sensible conclusion. It is evil to act as though 
the past is bringing us to a specifiable end. It is evil to assume 
that the past will make sense only if we bring it to an issue 
we have clearly in view. It is evil for a nation to believe it 
is "the last, best hope on earth." It is evil to think history 
is to end with a return to Zion, or with the classless society, 
or with the Islamicization of all living infidels. 

Your history does not belong to me. We live with each 
other in a common history. 

Infinite players understand the inescapable likelihood of 
evil. They therefore do not attempt to eliminate evil in others, 
for to do so is the very impulse of evil itself, and therefore 
a contradiction. They only attempt paradoxically to recognize 
in themselves the evil that takes the form of attempting to 
eliminate evil elsewhere. 

Evil is not the inclusion of finite games in an infinite game, 
but the restriction of all play to one or another finite game. 


FINITE AND INFINITE GAMES 33 




TWO 


No One Can 
Play a Game 
Alone 




32 

No one can play a game alone. One cannot be human by 
oneself. There is no selfhood where there is no community. 
We do not relate to others as the persons we are; we are 
who we are in relating to others. 

Simultaneously the others with whom we are in relation 
are themselves in relation. We cannot relate to anyone who 
is not also relating to us. Our social existence has, therefore, 
an inescapably fluid character. This is not to say that we 
live in a fluid context, but that our lives are themselves fluid. 
As in the Zen image we are not the stones over which the 
stream of the world flows; we are the stream itself. As we 
shall see, this ceaseless change does not mean discontinuity; 
rather change is itself the very basis of our continuity as per¬ 
sons. Only that which can change can continue: this is the 
principle by which infinite players live. 

The fluidity of our social and therefore personal existence 
is a function of our essential freedom—the kind of freedom 
indicated in the formula "Who must play, cannot play.” Of 
course, as we have seen, finite games cannot have fluid bound¬ 
aries, for if they do it will be impossible to agree on winners. 
But finite games float, as it were, in the unconstrained choice 
each player makes in entering and continuing the play. Finite 


FINITE AND INFINITE GAMES 37 



games sometimes appear, therefore, to have fixed points of 
social reference. Not only are there true and false ways of 
loving your country, for example; there is a positive require¬ 
ment that you do so. 

It is this essential fluidity of our humanness that is irreconcil¬ 
able with the seriousness of finite play. It is, therefore, this 
fluidity that presents us with an unavoidable challenge: how 
to contain the serious within the truly playful; that is, how 
to keep all our finite games in infinite play. 

This challenge is commonly misunderstood as the need to 
find room for playfulness within finite games. This is what 
was referred to above as playing at, or perhaps playing around, 
a kind of play that has no consequence. This is the sort of 
playfulness implied in the ordinary sense of such terms as 
entertainment, amusement, diversion, comic relief, recreation, 
relaxation. Inevitably, however, seriousness will creep back into 
this kind of play. The executive's vacation, like the football 
team's time out, comes to be a device for refreshing the contes¬ 
tant for a higher level of competition. Even the open playful¬ 
ness of children is exploited through organized athletic, 
artistic, and educational regimens as a means of preparing 
the young for serious adult competition. 


33 

When Bismarck described politics as the art of the possible, 
he meant, of course, that the possible is to be found somewhere 
within fixed limits, within social realities. He plainly did not 
mean that the possible extended to those limits themselves. 
Such a politics is therefore seriousness itself, especially since 
politicians of nearly every ideology represent themselves as 
champions of freedom, doing what is necessary and even dis- 


38 



tasteful toward the end of enlarging the range of the possible. 
"We must learn the fine arts of war and independence so 
that our children can learn architecture and engineering so 
that their children may learn the fine arts and painting” (John 
Quincy Adams). 

The interest of infinite players has little in common with 
such politics, since they are not concerned to find how much 
freedom is available within the given realities—for this is free¬ 
dom only in the trivial sense of playing at—but are concerned 
to show how freely we have decided to place these particular 
boundaries around our finite play. They remind us that political 
realities do not precede, but follow from, the essential fluidity 
of our humanness. 

This does not mean that infinite players are politically disen¬ 
gaged; it means rather that they are political without having 
a politics, a paradoxical position easily misinterpreted. To have 
a politics is to have a set of rules by which one attempts to 
reach a desired end; to be political—in the sense meant here— 
is to recast rules in the attempt to eliminate all societal ends, 
that is, to maintain the essential fluidity of human association. 

To be political in the mode of infinite play is by no means 
to disregard the appalling conditions under which many hu¬ 
man beings live, the elimination of which is the professed 
end of much politics. We can imagine infinite players nodding 
thoughtfully at Rousseau's famous declaration: "Man is born 
free, and everywhere he is in chains.” They can see that the 
dream of freedom is universal, that wars are fought to win 
it, heroes die to protect it, and songs are written to commemo¬ 
rate its attainment. But in the infinite player's vision of politi¬ 
cal affairs the element of intentionality and willfulness, so 
easily obscured in the exigencies of public crisis, stands out 
in clear relief. Therefore, even warfare and heroism are seen 
with their self-contradictions in full display. No nation can 


FINITE AND INFINITE GAMES 39 



go to war until it has found another that can agree to the 
terms of the conflict. Each side must therefore be in complicity 
with the other: Before I can have an enemy, I must persuade 
another to recognize me as an enemy. I cannot be a hero 
unless I can first find someone who will threaten my life— 
or, better, take my life. Once under way, warfare and acts 
of heroism have all the appearance of necessity, but that ap¬ 
pearance is but a veil over the often complicated maneuvers 
by which the antagonists have arranged their conflict with 
each other. 

Therefore, for infinite players, politics is a form of theatrical¬ 
ity. It is the performance of roles before an audience, according 
to a script whose last scene is known in advance by the perform¬ 
ers. The United States did not, for example, lose its war in 
Southeast Asia so much as lose its audience for a war. No 
doubt much of the disillusion and bitterness of its warriors 
comes from the missing final scene—the hero's homecoming 
to parades or ceremonial burial—an anticipated scene that 
carries many into battle. 

It is because of the essential theatricality of politics that 
infinite players do not take sides in political issues—at least 
not seriously. Instead they enter into social conflict dramati¬ 
cally, attempting to offer a vision of continuity and open- 
endedness in place of the heroic final scene. In doing so they 
must at the very least draw the attention of other political 
participants not to what they feel they must do, but to why 
they feel they must do it. 

In their own political engagements infinite players make 
a distinction between society and culture. Society they under¬ 
stand as the sum of those relations that are under some form 
of public constraint, culture as whatever we do with each 
other by undirected choice. If society is all that a people 
feels it must do, culture “is the realm of the variable, free, 


40 



not necessarily universal, of all that cannot lay claim to compul¬ 
sive authority” (Burckhardt). 

The infinite player's understanding of society is not to be 
confused with, say, natural instinct, or any other form of invol¬ 
untary activity. Society remains entirely within our free choice 
in quite the same way that finite competition, however strenu¬ 
ous or costly to the player, never prevents the player from 
walking off the field of play. Society applies only to those 
areas of action which are believed to be necessary. 

Just as infinite play cannot be contained within finite play, 
culture cannot be authentic if held within the boundaries 
of a society. Of course, it is often the strategy of a society 
to initiate and embrace a culture as exclusively its own. Culture 
so bounded may even be so lavishly subsidized and encouraged 
by society that it has the appearance of open-ended activity, 
but in fact it is designed to serve societal interests in every 
case—like the socialist realism of Soviet art. 

Society and culture are therefore not true opponents of 
each other. Rather society is a species of culture that persists 
in contradicting itself, a freely organized attempt to conceal 
the freedom of the organizers and the organized, an attempt 
to forget that we have willfully forgotten our decision to enter 
this or that contest and to continue in it. 


34 

If we think of society as all that a people does under the 
veil of necessity, we must also think of it as a single finite 
game that includes any number of smaller games within its 
boundaries. 

A large society will consist of a wide variety of games— 
though all somehow connected, inasmuch as they have a bear- 


FINITE AND INFINITE GAMES 41 



ing on a final societal ranking. Schools are a species of finite 
play to the degree that they bestow ranked awards on those 
who win degrees from them. Those awards in turn qualify 
graduates for competition in still higher games—certain presti¬ 
gious colleges, for example, and then certain professional 
schools beyond that, with a continuing sequence of higher 
games in each of the professions, and so forth. It is not uncom¬ 
mon for families to think of themselves as a competitive unit 
in a broader finite game for which they are training their 
members in the struggle for societally visible titles. 

Like a finite game, a society is numerically, spatially, and 
temporally limited. Its citizenship is precisely defined, its 
boundaries are inviolable, and its past is enshrined. 

The power of citizens in a society is determined by their 
ranking in games that have been played. A society preserves 
its memory of past winners. Its record-keeping functions are 
crucial to societal order. Large bureaucracies grow out of the 
need to verify the numerous entitlements of the citizens of 
that society. 

The power of a society is determined by its victory over 
other societies in still larger finite games. Its most treasured 
memories are those of the heroes fallen in victorious battles 
with other societies. Heroes of lost battles are almost never 
memorialized. Foch has his monument, but not Petain; Lin¬ 
coln, but not Jefferson Davis; Lenin, but not Trotsky. 

The power in a society is guaranteed and enhanced by 
the power of a society. 

The prizes won by its citizens can be protected only if 
the society as a whole remains powerful in relation to other 
societies. Those who desire the permanence of their prizes 
will work to sustain the permanence of the whole. Patriotism 
in one or several of its many forms (chauvinism, racism, sexism, 
nationalism, regionalism) is an ingredient in all societal play. 


42 



Because power is inherently patriotic, it is characteristic 
of finite players to seek a growth of power in a society as a 
way of increasing the power of a society. It is in the interest 
of a society therefore to encourage competition within itself, 
to establish the largest possible number of prizes, for the hold¬ 
ers of prizes will be those most likely to defend the society 
as a whole against its competitors. 


35 

Culture, on the other hand, is an infinite game. Culture 
has no boundaries. Anyone can be a participant in a culture— 
anywhere and at any time. 

Because a society maintains careful temporal limits, it under¬ 
stands its past as destiny; that is, its course of history lies 
between a definitive beginning (the founders of a society are 
always especially memorialized) and a definitive ending. (The 
nature of its victory is repeatedly anticipated in official declara¬ 
tions; “to each according to their need, from each according 
to their ability,” for example.) 

Because culture as such can have no temporal limits, a 
culture understands its past not as destiny, but as history, 
that is, as a narrative that has begun but points always toward 
the endlessly open. Culture is an enterprise of mortals, disdain¬ 
ing to protect themselves against surprise. Living in the 
strength of their vision, they eschew power and make joyous 
play of boundaries. 

Society is a manifestation of power. It is theatrical, having 
an established script. Deviations from the script are evident 
at once. Deviation is antisocietal and therefore forbidden by 
society under a variety of sanctions. It is easy to see why 
deviancy is to be resisted. If persons did not adhere to the 


FINITE AND INFINITE GAMES 43 



standing rules of the society, any number of rules would 
change, and some would be dropped altogether. This would 
mean that past winners no longer warrant ceremonial recogni¬ 
tion of their titles and are therefore without power—like Rus¬ 
sian princes after the Revolution. 

It is a highly valued function of society to prevent changes 
in the rules of the many games it embraces. Such procedures 
as academic accreditation, licensure of trades and professions, 
synodical ordination, parliamentary confirmation of official ap¬ 
pointments, and the inauguration of political leaders are acts 
of the larger society allowing persons to compete in the finite 
games within it. 

Deviancy, however, is the very essence of culture. Whoever 
merely follows the script, merely repeating the past, is cultur¬ 
ally impoverished. 

There are variations in the quality of deviation; not all diver¬ 
gence from the past is culturally significant. Any attempt to 
vary from the past in such a way as to cut the past off, causing 
it to be forgotten, has little cultural importance. Greater signif¬ 
icance attaches to those variations that bring the tradition 
into view in a new way, allowing the familiar to be seen as 
unfamiliar, as requiring a new appraisal of all that we have 
been—and therefore of all that we are. 

Cultural deviation does not return us to the past, but contin¬ 
ues what was begun and not finished in the past. Societal 
convention, on the other hand, requires that a completed 
past be repeated in the future. Society has all the seriousness 
of immortal necessity; culture resounds with the laughter of 
unexpected possibility. Society is abstract, culture concrete. 

Finite games can be played again; they can be played an 
indefinite number of times. It is true that the winners of a 
game are always the winners of a game played at that particular 
time, but the validity of their titles depends on the repeatabil- 


44 



ity of that game. We memorialize early football greats but 
would not do so if football had vanished after its first decade. 

As we have seen, because an infinite game cannot be brought 
to an end, it cannot be repeated. Unrepeatability is a character¬ 
istic of culture everywhere. Mozart's Jupiter Symphony cannot 
be composed again, nor could Rembrandt's self-portraits be 
painted twice. Society preserves these works as the prizes of 
those who have triumphed in their respective games. Culture, 
however, does not consider the works as the outcome of a 
struggle, but as moments in an ongoing struggle—the very 
struggle that culture is. Culture continues what Mozart and 
Rembrandt had themselves continued by way of their work: 
an original, or deviant, shaping of the tradition they received, 
original enough that it does not invite duplication of itself 
by others, but invites the originality of others in response. 

Just as an infinite game has rules, a culture has a tradition. 
Since the rules of play in an infinite game are freely agreed 
to and freely altered, a cultural tradition is both adopted and 
transformed in its adoption. 

Properly speaking, a culture does not have a tradition; it 
is a tradition. 


36 

It is essential to the identity of a society to forget that it 
has forgotten that society is always a species of culture. Its 
citizens must find ways of persuading themselves that their 
own particular boundaries have been imposed on them, and 
were not freely chosen by them. For example, it is one thing 
for persons to choose to be Americans, quite another for per¬ 
sons to choose to be America. Societal thinking easily permits 
the former, never the latter. 


FINITE AND INFINITE GAMES 45 



One of the most effective means of self-persuasion available 
to a citizenry is the bestowal of property. Who actually owns 
a society's property, and how it is distributed, are far less 
important than the fact that property exists at all. To under¬ 
stand the peculiar dynamic of property we must return to 
one of the features of finite play. 

What the winner of a finite game wins is a title. A title 
is the acknowledgment of others that one has been the winner 
of a particular game. I cannot entitle myself. Titles are theatri¬ 
cal, requiring an audience to bestow and respect them. Power 
attaches to titles inasmuch as those who acknowledge them 
accept the fact that the struggle in which the titles were 
won cannot be taken up again. Possession of the title signifies 
an agreement that competition is forever closed in that particu¬ 
lar game. 

It is therefore essential to the effectiveness of every title 
that it be visible and that in its visibility it point back at 
the contest in which it was won. The purpose of property is 
to make our titles visible. Property is emblematic. It recalls 
to others those areas in which our victories are beyond chal¬ 
lenge. 

Property may be stolen, but the thief does not therefore 
own it. Ownership can never be stolen. Titles are timeless, 
and so is the ownership of property. Nations will sometimes 
go to war over claims to the ownership of land that go back 
many centuries. Titles can be inherited, and when they are 
there is an appropriate transfer of property to the heir—who 
must, of course, possess the very worthiness by which the 
inheritor originally secured the title. (An inheritance can often 
be legally challenged by demonstrating the heir's incompe¬ 
tence or immorality.) 

A thief, however, does not mean to steal the title. A thief 
does not want to take what belongs to someone else. The 


46 



thief does not compete with me for the articles I have title 
to, but for the title to those articles. The thief means to 
win the title, believing that those things to which I claim 
title belong to no one and are there for the taking. "If you 
don't take pocket-handkechers and watches," explains the Art¬ 
ful Dodger to Oliver, "some other cove will; so that the coves 
that lost 'em will be all the worse, and you'll be all the worse 
too and nobody half a ha'p'orth the better, except the chaps 
wot gets them—and you've just as good a right to them as 
they have." 


37 

One reason for the necessity of a society is its role in ascrib¬ 
ing and validating the titles to property. "The great and chief 
end therefore, of Mens uniting into Commonwealths, and 
putting themselves under Government, is the preservation 
of their Property; to which in the state of nature there are 
many things wanting" (Locke). 

When we ask precisely how a society will go about preserv¬ 
ing its citizens' property, we can expect the reply that it will 
do so by the use of force. This reply introduces a dilemma. 
While it is true that there are ways of forcibly restraining a 
thief, it is also true that no amount of force can lead the 
Artful Dodger truly to acknowledge a gentleman's title to 
the handkerchief in his pocket. Until the young ruffian is 
persuaded freely to respect that title, he will remain a thief. 
By extension, this observation applies to the society as a whole. 
There is no effective pattern of entitlement in a society short 
of the free agreement of all opponents that the titles to prop¬ 
erty are in the hands of the actual winners. 

No force will establish this agreement. Indeed, the opposite 


FINITE AND INFINITE GAMES 47 



is the case: It is agreement that establishes force. Only those 
who consent to a society's constraints see them as constraints— 
that is, as guides to action and not as actions to be opposed. 

Those who challenge the existing pattern of entitlements 
in a society do not consider the designated officers of enforce¬ 
ment powerful; they consider them opponents in a struggle 
that will determine by its outcome who is powerful. One 
does not win by power; one wins to be powerful. 

Only by free self-concealment can persons believe they obey 
the law because the law is powerful; in fact, the law is powerful 
for persons only because they obey it. We do not proceed 
through a traffic intersection because the signal changes, but 
when the signal changes. 

This means that a peculiar burden falls on property owners. 
Since the laws protecting their property will be effective only 
when they are able to persuade others to obey those laws, 
they must introduce a theatricality into their ownership suffi¬ 
ciently engaging that their opponents will live by its script. 


38 

The theatricality of property has, in fact, an elaborate struc¬ 
ture that property owners must be at considerable labor to 
sustain. If property is to be persuasively emblematic, that is, 
if it is to draw attention to the owner's titles in past victories, 
a double burden falls on its owners: 

First, they must show that the amount of their property 
corresponds to the difficulty they were under in winning title 
to it. Property must be seen as compensation. 

Second, they must show that the type of their property 
corresponds to the nature of the competition by which title 
to it was won. Property must be seen to be consumed. 


48 



39 


Property is appropriately compensatory whenever owners 
can show that what is gained is no more than what was ex¬ 
pended in the effort to acquire it. There must be an equiva¬ 
lency between what the owners have given of themselves and 
what they have received from others by way of their titles. 

Whoever is unable to show a correspondence between 
wealth and the risks undergone to acquire it, or the talents 
spent in its acquisition, will soon face a challenge over entitle¬ 
ment. The rich are regularly subject to theft, to taxation, to 
the expectation that their wealth be shared, as though what 
they have is not true compensation and therefore not com¬ 
pletely theirs. 

To be fully compensated for what one gave of oneself in 
the struggle for a title is to be restored to the condition one 
was in prior to competition. 

Property is an attempt to recover the past. It returns one 
to precompetitive status. One is compensated for the amount 
of time spent (and thus lost) in competition. 

This attempt to recover the past is, however, a theatrical 
attempt which can succeed only to the degree that it is conspic¬ 
uous to its audience. Property must take up space. It must 
be somewhere—and somewhere obvious. That is, it must exist 
in such a form that others will come upon it and take notice 
of it. Our property must intrude on another, stand in another's 
way, causing one to contend with it. Propertied persons typi¬ 
cally have large estates and freedom of movement through 
the society. At the same time, the property of the rich has 
the effect of crowding and confining the less propertied. The 
very poor are typically restricted to narrow geographical limits 
and are regarded as aliens outside them. 

What is at stake here for owners is not the amount of 


FINITE AND INFINITE GAMES 49 



property as such, but its ability to draw an audience for whom 
it will be appropriately emblematc; that is, an audience who 
will see it as just compensation for the effort and skill used 
in acquiring it. 


40 

There is a second theatrical requirement that falls on the 
owners of property. Once they have drawn attention to what 
they have lost in acquiring what they own, they must then 
consume what they have gained in a way that recovers the 
loss. The intuitive principle here is that we cannot be justified 
in owning what we do not need to use or plan to use. One 
does not earn money merely to store it away where it will 
be protected from all possible future use. 

Consumption is to be understood as an intentional activity. 
One does not consume property simply by destroying it— 
else burning our earned money would suffice—but by using 
it up in a certain way. 

Consumption is a kind of activity that is directly opposite 
to the very form of engagement by which the title was won. 
It must be the kind of activity that can convince all observers 
that the possessed title to it is no longer in question. 

The more powerful we consider persons to be, the less 
we expect them to do, for their power can come only from 
that which they have done. After athletic contests in which 
major titles have been at stake, it is common for the audience 
to lift the winners to their shoulders, marching them about 
as if they were helpless—in the sharpest possible contrast to 
the physical skill and energy they have just displayed. Mon- 


50 



archs and divinities are often borne on ceremonial transports; 
the very wealthy are driven in carriages or limousines. 

Consumption is an activity so different from gainful labor 
that it shows itself in the mode of leisure, even indolence. 
We display the success of what we have done by not having 
to do anything. The more we use up, therefore, the more 
we show ourselves to be winners of past contests. "Conspicuous 
abstention from labour therefore becomes the conventional 
mark of superior pecuniary achievement and the conventional 
index of reputability; and conversely, since application to pro¬ 
ductive labour is a mark of poverty and subjection, it becomes 
inconsistent with a reputable standing in the community" 
(Veblen). 

Just as compensation makes itself conspicuous by taking 
up space, consumption draws attention to itself by the length 
of time it continues. Property must not only intrude on others, 
it must continue to intrude on others. The amount of property 
we have is measurable according to the length of time we 
remain conspicuous, requiring others to adjust their freedom 
of movement to our spatial dimensions. It is the common 
goal of the rich to establish a mode of visibility that will 
extend itself over generations by executing wills that prevent 
the rapid exhaustion of their fortune, by endowing societally 
important institutions, by erecting great buildings in their 
name. Persons of small victories, of lower rank, do not have 
property of great temporal value; what they have will be ex¬ 
hausted quickly. Those persons whose victories the society 
wishes never to forget are given prominent and eternal monu¬ 
ments at the heart of its capital cities, often taking up consider¬ 
able space, diverting traffic, and standing in the path of casual 
strollers. 


FINITE AND INFINITE GAMES 51 



It is apparent to infinite players that wealth is not so much 
possessed as it is performed. 


41 

If one of the reasons for uniting into commonwealths is 
the protection of property, and if property is to be protected 
less by power as such than by theater, then societies become 
acutely dependent on their artists—what Plato called poietai: 
the storytellers, the inventors, sculptors, poets, any original 
thinkers whatsoever. 

It is certainly the case that no gentleman will find the 
Artful Dodger's hand in his pocket so long as it is in the 
forceful grip of an officer of the law. But any policy of forceful 
restraint so extreme that it requires an officer for each potential 
criminal is a formula for quick descent into social chaos. 

Some societies develop the belief that they can eliminate 
thievery by guaranteeing all their members, including thieves, 
a certain amount of property—the impulse behind much social 
welfare legislation. But putting a coin into the pocket of the 
Artful Dodger will hardly convince him that he is no longer 
a legitimate contender for the coin in mine. 

The more effective policy for a society is to find ways of 
persuading its thieves to abandon their role as competitors 
for property for the sake of becoming audience to the theater 
of wealth. It is for this reason that societies fall back on the 
skill of those poietai who can theatricalize the property rela¬ 
tions, and indeed, all the inner structures of each society. 

Societal theorists of any subtlety whatever know that such 
theatricalization must be taken with great seriousness. With¬ 
out it there is no culture at all, and a society without culture 
would be too drab and lifeless to be endured. What would 


52 



Nazism have been without its musicians, graphic artists, and 
set designers, without its Albert Speer and Leni Riefenstahl? 
Even the rigid authoritarian shell of Plato's Republic will be 
“filled with a multitude of things which are no longer necessi¬ 
ties, as for example all kinds of hunters and artists, many of 
them concerned with shapes and colors, many with music; 
poets and their auxiliaries, actors, choral dancers, and contrac¬ 
tors; and makers of all kinds of instruments, including those 
needed for the beautification of women" (Plato). 

If wealth and might are to be performed, great wealth and 
great might must be performed brilliantly. 


42 

While societal thinkers may not overlook the importance 
of poiesis, or creative activity, neither may they underestimate 
its danger, for the poietai are the ones most likely to remember 
what has been forgotten—that society is a species of culture. 

Societies commonly treat their poietai with considerable 
ambivalence. The governing bodies of the Soviet Union do 
not believe that all genuine art must conform to the standards 
of socialist realism, but they do believe it is always possible 
to find true art that is compatible with socialist realism; there¬ 
fore, those artists whose works do not conform to that line 
may be punished without affecting the integrity of art as such. 
Plato did not expect his artists to compromise their art, but 
he did say that there must be “general lines which the poietai 
must follow in their stories. These lines they will not be able 
to cross." 

The deepest and most consequent struggle of each society 
is therefore not with other societies, but with the culture 
that exists within itself—the culture that is itself. Conflict 


FINITE AND INFINITE GAMES 53 



with other societies is, in fact, an effective way for a society 
to restrain its own culture. Powerful societies do not silence 
their poietai in order that they may go to war; they go to 
war as a way of silencing their poietai. Original thinkers can 
be suppressed through execution and exile, or they can be 
encouraged through subsidy and flattery to praise the society's 
heroes. Alexander and Napoleon took their poets and their 
scholars into battle with them, saving themselves the nuisance 
of repression and along the way drawing ever larger audiences 
to their triumph. 

Another successful defense of society against the culture 
within itself is to give artists a place by regarding them as 
the producers of property, thus elevating the value of consum¬ 
ing art, or owning it. It is notable that very large collections 
of art, and all the world's major museums, are the work of 
the very rich or of societies during strongly nationalistic peri¬ 
ods. All the principal museums in New York, for example, 
are associated with the names of the famously rich: Carnegie, 
Frick, Rockefeller, Guggenheim, Whitney, Morgan, Lehman. 

Such museums are not designed to protect the art from 
people, but to protect the people from art. 


43 

Culture is likely to break out in a society not when its 
poietai begin to voice a line contrary to that of the society, 
but when they begin to ignore all lines whatsoever and concern 
themselves with bringing the audience back into play—not 
competitive play, but play that affirms itself as play. 

What confounds a society is not serious opposition, but 
the lack of seriousness altogether. Generals can more easily 


54 



suffer attempts to oppose their warfare with poiesis than at¬ 
tempts to show warfare as poiesis. 

Art that is used against a society or its policies gives up 
its character as infinite play, and aims for an end. Such art 
is no less propaganda than that which praises its heroes with 
high seriousness. Once warfare, or any other societal activity, 
has been taken into the infinite play of poiesis so that it 
appears to be either comical or pointless (in the way that, 
say, beauty is pointless), there is an acute danger that the 
soldiers will find no audience for their prizes, and therefore 
no reason to fight for them. 


44 

Since culture is itself a poiesis, all of its participants are 
poietai—inventors, makers, artists, storytellers, mythologists. 
They are not, however, makers of actualities, but makers of 
possibilities. The creativity of culture has no outcome, no 
conclusion. It does not result in art works, artifacts, products. 
Creativity is a continuity that engenders itself in others. “Art¬ 
ists do not create objects, but create by way of objects” (Rank). 

Art is not art, therefore, except as it leads to an engendering 
creativity in its beholders. Whoever takes possession of the 
objects of art has not taken possession of the art. 

Since art is never possession, and always possibility, nothing 
possessed can have the status of art. If art cannot become 
property, property is never art—as property. Property draws 
attention to titles, points backward toward a finished time. 
Art is dramatic, opening always forward, beginning something 
that cannot be finished. 

Because it is not conclusive, but engendering, culture has 


FINITE AND INFINITE GAMES 55 



no established catalogue of acceptable activities. We are not 
artists by reason of having mastered certain skills or exercising 
specified techniques. Art has no scripted roles for its perform¬ 
ers. It is precisely because it has none that it is art. Artistry 
can be found anywhere; indeed, it can only be found anywhere. 
One must be surprised by it. It cannot be looked for. We 
do not watch artists to see what they do, but watch what 
persons do and discover the artistry in it. 

Artists cannot be trained. One does not become an artist 
by acquiring certain skills or techniques, though one can use 
any number of skills and techniques in artistic activity. The 
creative is found in anyone who is prepared for surprise. Such 
a person cannot go to school to be an artist, but can only 
go to school as an artist. 

Therefore, poets do not “fit” into society, not because a 
place is denied them but because they do not take their 
“places” seriously. They openly see its roles as theatrical, its 
styles as poses, its clothing costumes, its rules conventional, 
its crises arranged, its conflicts performed, and its metaphysics 
ideological. 


45 

To regard society as a species of culture is not to overthrow 
or even alter society, but only to eliminate its perceived neces¬ 
sity. Infinite players have rules; they just do not forget that 
rules are an expression of agreement and not a requirement 
for agreement. 

Culture is not therefore mere disorder. Infinite players never 
understand their culture as the composite of all that they 
choose individually to do, but as the congruence of all that 


56 



they choose to do with each other. Because there is no congru¬ 
ence without the decision to have one, all cultural congruence 
is under constant revision. No sooner did the Renaissance 
begin than it began to change. Indeed, the Renaissance was 
not something apart from its change; it was itself a certain 
persistent and congruent evolution. 

For this reason it can be said that where a society is defined 
by its boundaries , a culture is defined by its horizon. 

A boundary is a phenomenon of opposition. It is the meeting 
place of hostile forces. Where nothing opposes there can be 
no boundary. One cannot move beyond a boundary without 
being resisted. 

This is why patriotism—that is, the desire to protect the 
power in a society by way of increasing the power of a society— 
is inherently belligerent. Since there can be no prizes without 
a society, no society without opponents, patriots must create 
enemies before we can require protection from them. Patriots 
can flourish only where boundaries are well-defined, hostile, 
and dangerous. The spirit of patriotism is therefore characteris¬ 
tically associated with the military or other modes of interna¬ 
tional conflict. 

Because patriotism is the desire to contain all other finite 
games within itself—that is, to embrace all horizons within 
a single boundary—it is inherently evil. 

A horizon is a phenomenon of vision. One cannot look 
at the horizon; it is simply the point beyond which we cannot 
see. There is nothing in the horizon itself, however, that limits 
vision, for the horizon opens onto all that lies beyond itself. 
What limits vision is rather the incompleteness of that vision. 

One never reaches a horizon. It is not a line; it has no 
place; it encloses no field; its location is always relative to 
the view. To move toward a horizon is simply to have a new 


FINITE AND INFINITE GAMES 57 



horizon. One can therefore never be dose to one's horizon, 
though one may certainly have a short range of vision, a narrow 
horizon. 

We are never somewhere in relation to the horizon since 
the horizon moves with our vision. We can only be somewhere 
by turning away from the horizon, by replacing vision with 
opposition, by declaring the place on which we stand to be 
timeless—a sacred region, a holy land, a body of truth, a 
code of inviolable commandments. To be somewhere is to 
absolutize time, space, and number. 

Every move an infinite player makes is toward the horizon. 
Every move made by a finite player is within a bound¬ 
ary. Every moment of an infinite game therefore presents a 
new vision, a new range of possibilities. The Renaissance, 
like all genuine cultural phenomena, was not an effort to pro¬ 
mote one or another vision. It was an effort to find visions 
that promised still more vision. 

Who lives horizonally is never somewhere, but always in 
passage. 


46 

Since culture is horizonal it is not restricted by time or 
space. 

To the degree that the Renaissance was true culture it 
has not ended. Anyone may enter into its mode of renewing 
vision. This does not mean that we repeat what was done. 
To enter a culture is not to do what the others do, but to 
do whatever one does with the others. 

This is why every new participant in a culture both enters 
into an existing context and simultaneously changes that con¬ 
text. Each new speaker of its language both learns the language 


58 



and alters it. Each new adoption of a tradition makes it a 
new tradition—just as the family into which a child is born 
existed prior to that birth, but is nonetheless a new family 
after the birth. 

The reciprocity of this transformation has no respect to 
time. The fact that the Renaissance began in the fourteenth 
or fifteenth century has nothing to do with its capacity for 
changing our horizon. This reciprocity works backward as well 
as forward. Each person whose horizon is affected by the 
Renaissance affects the horizon of the Renaissance in turn. 
Any culture that continues to influence our vision continues 
to grow in the very exercise of that influence. 


47 

Since a culture is not anything persons do, but anything 
they do with each other, we may say that a culture comes 
into being whenever persons choose to be a people. It is as 
a people that they arrange their rules with each other, their 
moralities, their modes of communication. 

Properly speaking, the Renaissance is not a period but a 
people, moreover, a people without a boundary, and therefore 
without an enemy. The Renaissance is not against anyone. 
Whoever is not of the Renaissance cannot go out to oppose 
it, for they will find only an invitation to join the people it 
is. 

A culture is sometimes opposed by suppressing its ideas, 
its works, even its language. This is a common strategy of a 
society afraid of the culture growing within its boundaries. 
But it is a strategy certain to fail, because it confuses the 
creative activity (poiesis) with the product (poiema) of that 
activity. 


FINITE AND INFINITE GAMES 59 



Societies characteristically separate the ideas from their 
thinkers, the poiema from its poietes. A society abstracts its 
thought and grants power to certain ideas as though they 
had an existence of their own independent from those who 
think them, even those who first produced them. In fact, a 
society is likely to have an idea of itself that no thinker may 
challenge or revise. Abstracted thought—thought without a 
thinker—is metaphysics. A society's metaphysics is its ideol¬ 
ogy: theories that present themselves as the product of these 
people or those. The Renaissance had no ideology. 

Inasmuch as it has no metaphysics, a people is not threat¬ 
ened when its apparent society is threatened, or altered, or 
even destroyed. The manipulation of the government, the 
laws, the enforcement functions of a state either by persons 
within the society (through usurpation or abuse of power) 
or by persons without (in other states) cannot in itself affect 
the decision of a people to be a people. 

A people, as a people, has nothing to defend. In the same 
way a people has nothing and no one to attack. One cannot 
be free by opposing another. My freedom does not depend 
on your loss of freedom. On the contrary, since freedom is 
never freedom from society, but freedom for it, my freedom 
inherently affirms yours. 

A people has no enemies. 


48 

For a bounded, metaphysically veiled, and destined society, 
enemies are necessary, conflict inevitable, and war likely. 

War is not an act of unchecked ruthlessness but a declared 
contest between bounded societies, or states. If a state has 
no enemies it has no boundaries. To keep its definitions clear 


60 



a state must stimulate danger to itself. Under the constant 
danger of war the people of a state are far more attentive 
and obedient to the finite structures of their society: "just 
as the blowing of the winds preserves the sea from the foulness 
which would be the result of a prolonged calm, so also corrup¬ 
tion in nations would be the product of prolonged, let alone 
'perpetual' peace" (Hegel). 

War presents itself as necessary for self-protection, when 
in fact it is necessary for self-identification. 

If it is the impulse of a finite player to go against another 
nation in war, it is the design of an infinite player to oppose 
war within a nation. 

If as a people infinite players cannot go to war against a 
people, they can act against war itself within whatever state 
they happen to reside. In one way their opposition to war 
resembles that of finite players: Each is opposed to the exis¬ 
tence of a state. But their reasons and the strategies for at¬ 
tempting to eliminate states are radically different. Finite 
players go to war against states because they endanger bound¬ 
aries; infinite players oppose states because they engender 
boundaries. 

The strategy of finite players is to kill a state by killing 
the people who invented it. Infinite players, however, under¬ 
standing war to be a conflict between states, conclude that 
states can have only states as enemies; they cannot have per¬ 
sons as enemies. "Sometimes it is possible to kill a state without 
killing a single one of its members; and war gives no right 
which is not necessary to the gaining of its object" (Rousseau). 
For infinite players, if it is possible to wage a war without 
killing a single person, then it is possible to wage war only 
without killing a single person. 

For infinite players the chief difficulty with finite players' 
commitment to war is not, however, that persons are killed. 


FINITE AND INFINITE GAMES 61 



Indeed, finite players themselves often genuinely regret this 
and do as little killing as possible. The difficulty is that such 
warfare has in it the contradiction of all finite play. Winning 
a war can be as destructive as losing one, for if boundaries 
lose their clarity, as they do in a decisive victory, the state 
loses its identity. Just as Alexander wept upon learning he 
had no more enemies to conquer, finite players come to rue 
their victories unless they see them quickly challenged by new 
danger. A war fought to end all wars, in the strategy of finite 
play, only breeds universal warfare. 

The strategy of infinite players is horizonal. They do not 
go to meet putative enemies with power and violence, but 
with poiesis and vision. They invite them to become a people 
in passage. Infinite players do not rise to meet arms with 
arms; instead, they make use of laughter, vision, and surprise 
to engage the state and put its boundaries back into play. 

What will undo any boundary is the awareness that it is 
our vision, and not what we are viewing, that is limited. 


49 

Plato suggested that some of the poets be driven out of 
the Republic because they had the power to weaken the guard- 
ians. Poets can make it impossible to have a war—unless they 
tell stories that agree with the “general line” established by 
the state. Poets who have no metaphysics, and therefore no 
political line, make war impossible because they have the irre¬ 
sistible ability to show the guardians that what seems necessary 
is only possible. 

Hie danger of the poets, for Plato, is that they can imitate 
so well that it is difficult to see what is true and what is 


62 



merely invented. Since reality cannot be invented, but only 
discovered through the exercise of reason—according to 
Plato—all poets must be put into the service of reason. The 
poets are to surround the citizens of the Republic with such 
art as will “lead them unawares from childhood to love of, 
resemblance to, and harmony with, the beauty of reason.” 

The use of the word “unawares” shows Plato's intention 
to keep the metaphysical veil intact. Those who are being 
led to reason cannot be aware of it. They must be led to it 
without choosing it. Plato asks his poets not to create, but 
to deceive. 

True poets lead no one unawares. It is nothing other than 
awareness that poets—that is, creators of all sorts—seek. They 
do not display their art so as to make it appear real; they 
display the real in a way that reveals it to be art. 

We must remind ourselves, to be sure, that Plato was him¬ 
self an artist, a poietes. His Republic was an invention. So 
were the theory of forms and the idea of the Good. Since 
all veiling is self-veiling, we cannot help but think that behind 
the rational metaphysician, philosophy's great Master Player, 
stood Plato the poet, fully aware that the entire opus was 
an act of play, an invitation to readers not to reproduce the 
truth but to take his inventions into their own play, establish¬ 
ing the continuity of his art by changing it. 


50 

We can find metaphysicians thinking, but we cannot find 
metaphysicians in their thinking. When we separate the meta¬ 
physics from the thinker we have an abstraction, the deathless 
shadow of a once living act. It is no longer what someone 


FINITE AND INFINITE GAMES 63 



is saying but what someone has said. When metaphysics is 
most successful on its own terms, it leaves its listeners in 
silence, certainly not in laughter. 

Metaphysics is about the real but is abstract. Poetry is the 
making (poiesis) of the real and is concrete. Whenever what 
is made (poiema) is separated from the maker (poietes), it 
becomes metaphysical. As it stands there, and as the voice 
of the poietes is no longer listened to, the poiema is an object 
to be studied, not an act to be learned. One cannot learn 
an object, but only the poiesis, or the act of creating objects. 
To separate the poiema from poiesis, the created object from 
the creative act, is the essence of the theatrical. 

Poets cannot kill; they die. Metaphysics cannot die; it kills. 


64 



THREE 


l Am the Genius 
of Myself 




51 

I am the genius of myself, the poietes who composes the 
sentences I speak and the actions I take. It is I, not the 
mind, that thinks. It is I, not the will, that acts. It is I, not 
the nervous system, that feels. 

When I speak as the genius I am, I speak these words 
for the first time. To repeat words is to speak them as though 
another were saying them, in which case I am not saying 
them. To be the genius of my speech is to be the origin of 
my words, to say them for the first, and last, time. Even to 
repeat my own words is to say them as though I were another 
person in another time and place. 

When I forsake my genius and speak to you as though I 
were another, I also speak to you as someone you are not 
and somewhere you are not. I address you as audience, and 
do not expect you to respond as the genius you are. 

Hamlet was not reading when he said he was reading words; 
neither do we act when we perform actions, nor think when 
we entertain thoughts. A dog taught the action of shaking 
hands does not shake your hand. A robot can say words but 
cannot say them to you. 

Since being your own genius is dramatic, it has all the 
paradox of infinite play: You can have what you have only 


FINITE AND INFINITE GAMES 67 



by releasing it to others. The sounds of the words you speak 
may lie on your own lips, but if you do not relinquish them 
entirely to a listener they never become words, and you say 
nothing at all. The words die with the sound. Spoken to me, 
your words become mine to do with as I please. As the genius 
of your words, you lose all authority over them. So too with 
thoughts. However you consider them your own, you cannot 
think the thoughts themselves, but only what they are about. 
You cannot think thoughts any more than you can act actions. 
If you do not truly speak the words that reside entirely in 
their own sound, neither can you think that which remains 
thought or can be translated back into thought. In thinking 
you cast thoughts beyond themselves, surrendering them to 
that which they cannot be. 

The paradox of genius exposes us directly to the dynamic 
of open reciprocity, for if you are the genius of what you 
say to me, I am the genius of what I hear you say. What 
you say originally I can hear only originally. As you surrender 
the sound on your lips, I surrender the sound in my ear. 
Each of us has relinquished to the other what has been relin¬ 
quished to the other. 

This does not mean that speech has come to nothing. On 
the contrary, it has become speech that invites speech. When 
the genius of speech is abandoned, words are said not originally 
but repetitively. To repeat words, even our own, is to contain 
them in their own sound. Veiled speech is that spoken as 
though we have forgotten we are its originators. 

To speak, or act, or think originally is to erase the boundary 
of the self. It is to leave behind the territorial personality. 
A genius does not have a mind full of thoughts but is the 
thinker of thoughts, and is the center of a field of vision. It 
is a field of vision, however, that is recognized as a field of 


68 



vision only when we see that it includes within itself the 
original centers of other fields of vision. 

This does not mean that I can see what you see. On the 
contrary, it is because I cannot see what you see that I can 
see at all. The discovery that you are the unrepeatable center 
of your own vision is simultaneous with the discovery that I 
am the center of my own. 


52 

As the geniuses we are, we do not look but see. 

To look at something is to look at it within its limitations. 
I look at what is marked off, at what stands apart from other 
things. But things do not have their own limitations. Nothing 
limits itself. The sea gulls circling on the invisible currents, 
the cat on my desk, the siren of a distant ambulance are 
not somehow distinct from the environment; they are the 
environment. To look at them I must look for what I take 
them to be. I was not looking at the sea gulls as though it 
was the sea gulls who happened to be there—I was looking 
for something to make this example. I might have seen them 
as a sign that land is not far, or that the sea is not far; I 
could have been looking for a form to reproduce on a canvas 
or in a poem. To look at is to look for. It is to bring the 
limitations with us. “Nature has no outline. Imagination has” 
(Blake). 

If to look is to look at what is contained within its limita¬ 
tions, to see is to see the limitations themselves. Each new 
school of painting is new not because it now contains subject 
matter ignored in earlier work, but because it sees the limita¬ 
tions previous artists imposed on their subject matter but could 


FINITE AND INFINITE GAMES 69 



not see themselves. The earlier artists worked within the out¬ 
lines they imagined; the later reworked their imaginations. 

To look is a territorial activity. It is to observe one thing 
after another within a bounded space—as though in time it 
can all be seen. Academic fields are such territories. Sometimes 
everything in a field finally does get looked at and defined— 
that is, placed in its proper location. Mechanics and rhetoric 
are such fields. Physics may prove to be. Biological mysteries 
fall away at an astonishing rate. It becomes increasingly diffi¬ 
cult to find something new to look at. 

When we pass from looking to seeing, we do not therefore 
lose our sight of the objects observed. Seeing, in fact, does 
not disturb our looking at all. It rather places us in that territory 
as its genius, aware that our imagination does not create within 
its outlines but creates the outlines themselves. The physicist 
who sees speaks physics with us, inviting us to see that the 
things we thought were there are not things at all. By learning 
new limitations from such a person, we learn not only what 
to look for with them but also how to see the way we use 
limitations. A physics so taught becomes poiesis. 


53 

To be the genius of myself is not to bring myself into 
being. As the origin of myself I am not also the cause of 
myself, as though I were the product of my own action. But 
then neither am I the product of any other action. My parents 
may have wanted a child, but they could not have wanted 
me. 

I am both the outcome of my past and the transformation 
of my past. To be related to the past as its outcome is to 
stand in causal continuity with it. Such a relation can be 


70 



accounted for in scientific explanation. I can be said to be 
the result of precise genetic influence. The date and place 
of my birth are matters of causal necessity; I had no part in 
deciding either. Neither could anyone else have chosen them. 
My birth, when understood in terms of causal continuity, 
marks no absolute beginning. It marks nothing at all except 
an arbitrary point in an unbroken process. Causally speaking, 
there is nothing new here, only the kinds of change that 
conform to the known laws of nature. 

Speaking in purely causal terms, I cannot say I was born; 
I should say rather that I have emerged as a phase in the 
process of reproduction. A reproduction is a repetition, a recur¬ 
rence of that which has been. Birth, on the other hand, in 
causal terms, is all discontinuity. It has its beginning in itself, 
and can be caused by nothing. It makes no sense to say, "I 
was reproduced on this date and in this place.” To say "I 
was born” is to speak of myself as having an uncaused point 
of departure within the realm of the continuous, an absolute 
beginning not comprehensible to the explanatory intelligence. 

As such a phenomenon birth repeats nothing; it is not the 
outcome of the past but the recasting of a drama already 
under way. A birth is an event in the ongoing history of a 
family, even the history of a culture. The radical originality 
of a birth announces itself in the way it brings the dramatic 
into conflict with the theatrical in cultural or family history. 

Theatrically, my birth is an event of plotted repetition. I 
am born as another member of my family and my culture. 
Who I am is a question already answered by the content 
and character of a tradition. Dramatically, my birth is the 
rupture of that repetitive sequence, an event certain to change 
what the past has meant. In this case the character of a tradi¬ 
tion is determined by who 1 am. Dramatically speaking, every 
birth is the birth of genius. 


FINITE AND INFINITE GAMES 71 



The drama under way at the time of my birth is moved 
forward to new possibilities by the appearance of a new genius 
within it. It is a drama, however, already peopled by finite 
players attempting to forget, playing for keeps. If I am born 
into, and add to, the culture of a family, I am also a product 
and a citizen of its politics. I first experience the conflict 
between the theatrical and the dramatic in the felt pressure 
to take up one of the roles prepared for me: eldest son, favorite 
daughter, heir to the family's honor, avenger of its losses. 

Each of these roles comes, of course, with a script, one 
whose lines a person might easily spend a lifetime repeating, 
while intentionally forgetting, or repressing, the fact that it 
is but a learned script. Such a person "is obliged to repeat 
the repressed material as a contemporary experience instead 
of, as the physician would prefer to see, remembering it as 
something belonging to the past" (Freud). It is the genius 
in us who knows that the past is most definitely past, and 
therefore not forever sealed but forever open to creative rein¬ 
terpretation. 


54 

Not allowing the past to be past may be the primary source 
for the seriousness of finite players. Inasmuch as finite play 
always has its audience, it is the audience to whom the finite 
player intends to be known as winner. The finite player, in 
other words, must not only have an audience but must have 
an audience to convince. 

Just as the titles of winners are worthless unless they are 
visible to others, there is a kind of antititle that attaches to 
invisibility. To the degree that we are invisible we have a 
past that has condemned us to oblivion. It is as though we 


72 



have somehow been overlooked, even forgotten, by our chosen 
audience. If it is the winners who are presently visible, it is 
the losers who are invisibly past. 

As we enter into finite play—not playfully, but seriously— 
we come before an audience conscious that we bear the antiti¬ 
tles of invisibility. We feel the need, therefore, to prove to 
them that we are not what we think they think we are or, 
more precisely, that we were not who we think the audience 
thinks we were. 

As with all finite play, an acute contradiction quickly devel¬ 
ops at the heart of this attempt. As finite players we will 
not enter the game with sufficient desire to win unless we 
are ourselves convinced by the very audience we intend to 
convince. That is, unless we believe we actually are the losers 
the audience sees us to be, we will not have the necessary 
desire to win . The more negatively we assess ourselves, the 
more we strive to reverse the negative judgment of others. 
The outcome brings the contradiction to perfection: by prov¬ 
ing to the audience they were wrong, we prove to ourselves 
the audience was right. 

The more we are recognized as winners, the more we know 
ourselves to be losers. That is why it is rare for the winners 
of highly coveted and publicized prizes to settle for their titles 
and retire. Winners, especially celebrated winners, must prove 
repeatedly they are winners. The script must be played over 
and over again. Titles must be defended by new contests. 
No one is ever wealthy enough, honored enough, applauded 
enough. On the contrary, the visibility of our victories only 
tightens the grip of the failures in our invisible past. 

So crucial is this power of the past to finite play that we 
must find ways of remembering that we have been forgotten 
to sustain our interest in the struggle. There is a humiliating 
memory at the bottom of all serious conflicts. “Remember 


FINITE AND INFINITE GAMES 73 



the Alamo!” “Remember the Maine!” “Remember Pearl Har¬ 
bor!” These are the cries that carried Americans into several 
wars. Having once been insulted by Athens, the great Persian 
Emperor Darius renewed his appetite for war by having a 
page follow him about to whisper in his ear, “Sire, remember 
the Athenians.” 

Indeed, it is only by remembering what we have forgotten 
that we can enter into competition with sufficient intensity 
to be able to forget we have forgotten the character of all 
play: Whoever must play cannot play. 

Whenever we act as the genius of ourselves, it will be in 
the spirit of allowing the past to be past. It is the genius in 
us who is capable of ridding us of resentment by exercising 
what Nietzsche called the “faculty of oblivion,” not as a way 
of denying the past but as a way of reshaping it through 
our own originality. Then we forget that we have been forgot¬ 
ten by an audience, and remember that we have forgotten 
our freedom to play. 


55 

If in the culture into which we are born there are always 
persons who will urge us to theatricalize our lives by supplying 
us with a repeatable past, there will also be persons (possibly 
the same ones) in whose presence we learn to prepare ourselves 
for surprise. It is in the presence of such persons that we 
first recognize ourselves as the geniuses we are. 

These persons do not give us our genius or produce it in 
us. In no way is the source of genius external to itself; never 
is a child moved to genius. Genius arises with touch. Touch 


74 



is a characteristically paradoxical phenomenon of infinite play. 

I am not touched by an other when the distance between 
us is reduced to zero. I am touched only if I respond from 
my own center—that is, spontaneously, originally. But you 
do not touch me except from your own center, out of your 
own genius. Touching is always reciprocal. You cannot touch 
me unless I touch you in response. 

The opposite of touching is moving . You move me by press¬ 
ing me from without toward a place you have already foreseen 
and perhaps prepared. It is a staged action that succeeds only 
if in moving me you remain unmoved yourself. I can be moved 
to tears by skilled performances and heart-rending newspaper 
accounts, or moved to passion by political manifestos and 
narratives of heroic achievement—but in each case I am 
moved according to a formula or design to which the actor 
or agent is immune. When actors bring themselves to tears 
by their performance, and not as their performance, they 
have failed their craft; they have become theatrically inept. 

This means that we can be moved only by persons who 
are not what they are; we can be moved only when we are 
not who we are, but are what we cannot be. 

When I am touched, I am touched only as the person I 
am behind all the theatrical masks, but at the same time I 
am changed from within—and whoever touches me is touched 
as well. We do not touch by design. Indeed, all designs are 
shattered by touching. Whoever touches and whoever is 
touched cannot but be surprised. (The unpredictability of this 
phenomenon is reflected in our reference to the insane as 
"touched/’) 

We can be moved only by way of our veils. We are touched 
through our veils. 


FINITE AND INFINITE GAMES 75 



56 


The character of touching can be seen quite clearly in the 
way infinite players understand both healing and sexuality. 

If to be touched is to respond from one’s center, it is also 
to respond as a whole person. To be whole is to be hale, or 
healthy. In sum, whoever is touched is healed. 

The finite player’s interest is not in being healed, or made 
whole, but in being cured, or made functional. Healing restores 
me to play, curing restores me to competition in one or another 
game. 

Physicians who cure must abstract persons into functions. 
They Treat the illness, not the person. And persons willfully 
present themselves as functions. Indeed, what sustains the 
enormous size and cost of the curing professions is the wide¬ 
spread desire to see oneself as a function, or a collection of 
functions. To be ill is to be dysfunctional; to be dysfunctional 
is to be unable to compete in one’s preferred contests. It is 
a kind of death, an inability to acquire titles. The ill become 
invisible. Illness always has the smell of death about it: Either 
it may lead to death, or it leads to the death of a person as 
competitor. The dread of illness is the dread of losing. 

One is never ill in general. One is always ill with relation 
to some bounded activity. It is not cancer that makes me 
ill. It is because I cannot work, or run, or swallow that I 
am ill with cancer. The loss of function, the obstruction of 
an activity, cannot in itself destroy my health. I am too heavy 
to fly by flapping my arms, but I do not for that reason com¬ 
plain of being sick with weight. However, if I desired to be 
a fashion model, a dancer, or a jockey, I would consider exces¬ 
sive weight to be a kind of disease and would be likely to 
consult a doctor, a nutritionist, or another specialist to be 
cured of it. 


76 



When I am healed I am restored to my center in ^ way 
that my freedom as a person is not compromised by my loss 
of functions. This means that the illness need not be elimi¬ 
nated before I can be healed. I am not free to the degree 
that I can overcome my infirmities, but only to the degree 
that I can put my infirmities into play. I am cured of my 
illness; I am healed with my illness. 

Healing, of course, has all the reciprocity of touching. Just 
as I cannot touch myself, I cannot heal myself. But healing 
requires no specialists, only those who can come to us out 
of their own center, and who are prepared to be healed them¬ 
selves. 


57 

Sexuality for the infinite player is entirely a matter of touch. 
One cannot touch without touching sexually. 

Because sexuality is a drama of origins, it gives full expression 
to the genius you are and to the genius of others who partici¬ 
pate in that drama. This throws a high challenge before the 
political ideologue. Aware that genuine sexual expression is 
at least as dangerous to society as genuine artistic expression, 
the sexual metaphysician can appeal to at least two powerful 
solutions. One is to treat sexuality as a process of reproduction; 
another is to place it in the area of feeling and behavior. 

Although reproduction is a process that operates by way 
of our bodies, it nonetheless operates autonomously. Like every 
other natural process it is a phenomenon of causal continuity, 
having no inherent beginning or end. Therefore we cannot 
be said to initiate the process by any act of our own. We 
can only be carried along by it, inasmuch as conception occurs 
only when all the necessary conditions have been met by the 


FINITE AND INFINITE GAMES 77 



parenting couple. No one conceives a child; a child is conceived 
in the conjunction of sperm and ovum. The mother does 
not give birth to a child; the mother is where the birth occurs. 

The metaphysics of sexuality, applying to this solution, can 
therefore draw a boundary line around sexual activity that 
leaves the genius of parenting altogether outside it. Thus the 
familiar view of some Christian theologians who say that the 
only end of the sexual act is procreation. But this metaphysics, 
committed as it is to the continuity of the process, also leaves 
the genius of the child entirely outside it. Thus the familiar 
view of theologians who say that the end of childbirth is to 
provide citizens for the kingdom of God. Metaphysically un¬ 
derstood, sexuality has nothing to do with our existence as 
persons, for it views persons as expressions of sexuality, and 
not sexuality as the expression of persons. 

The second way of veiling genuine sexuality is to regard 
it as a feeling or as a kind of behavior. In either case it has 
the character of something under observation. Even if it is 
our own sexuality we are concerned with, we can still look 
on it from without, making an assessment of it as though it 
were of another person. We ask ourselves and each other 
whether certain behavior is acceptable or desirable; we are 
puzzled over the proper response to sexual feelings—ours or 
another’s. Sexuality can in this way be dealt with as a societal 
phenomenon, regulated and managed according to the prevail¬ 
ing ideology. Sexual rebels, violators of the sexual taboos, do 
not weaken this ideology but affirm it as the rules of finite 
play. 

It is convenient to think that sexual misfits violate rules. 
The matter is subtler by far. They are not concerned to oppose 
the rules themselves but to engage in competitive struggle 
by way of those rules. Sexual attractiveness, or sexiness, is 
effective only to the degree that someone is offended by it. 


78 



Pornography is exciting only so far as it reveals something 
forbidden, something otherwise unseeable. Thus the manda¬ 
tory hostility in it, the quality of shock and violence. 

Because sexuality is so rich in the mystery of origin, it 
becomes a region of human action deeply shaped by resent¬ 
ment, where participants play out a manifold strategy of hostile 
encounters. The players in finite sexuality not only require 
the offended resistance of those who refuse to join them in 
their play, they require the resistance of those who do join 
them. 

Sexual plotting on the part of one player is in fact stimulated 
by disinterest or fear or loathing on the part of the other. 
A Master Player of finite sexuality chooses not to take these 
attitudes as a way of refusing the sexual game, but takes them 
to be part of the game. Thus my indifference or revulsion 
to your sexuality becomes in your masterful play a sexual indif¬ 
ference, a sexual revulsion. Suddenly I am no longer indifferent 
to your game, but indifferent to you within your game, and 
have ipso facto made myself your opponent. This is the plot 
of the classical pulp novel and of Hollywood romance: indiffer¬ 
ent girl won by ardent boy. 

The profound seriousness of such sexual play is seen in 
the unique nature of the prize that goes to the winner. What 
one wants in the sexual contest is not just to have defeated 
the other, but to have the defeated other. Sexuality is the 
only finite game in which the winner's prize is the defeated 
opponent . 

Sexual titles, like all other titles, have appropriately conspicu¬ 
ous emblems. However, only in sexuality do persons themselves 
become property. In slavery or wage labor what we possess 
is not the persons of the slaves or the workers, but the products 
of their labors. In this case, to use Marx's phrase, persons 
are abstracted from their labor. But in sexuality persons are 


FINITE AND INFINITE GAMES 79 



abstracted from themselves. The seduced opponent is so dis¬ 
played as to draw public attention to the seducer's triumph. 
In the complex plotting of sexual encounter it is by no means 
uncommon for the partners to have played a double game 
in which each is winner and loser, and each is an emblem 
for the other's seductive power. 

A society shows its mastery in the management of sexuality 
not when it sets out unambiguous standards for sexual behavior 
or prescribed attitudes toward sexual feelings, but when it 
institutionalizes the emblematic display of sexual conquest. 
These institutions can be as varied as burning widows alive 
on the funeral pyres of their husbands or requiring the high 
visibility of a spouse at an elected official's inauguration. 

Finite sexuality is a form of theater in which the distance 
between persons is regularly reduced to zero but in which 
neither touches the other. 


58 

Insofar as sexuality is a drama of origin it is original to 
society and not derivative of it. It is therefore somewhat mis¬ 
leading to describe society as a regulator of finite sexual play. 
It is more the case that finite sexuality shapes society than 
is shaped by it. Only to a limited extent do we take on the 
sexual roles assigned us by society. Much more frequently 
we enter into societal arrangements by way of sexual roles. 
(For example, we are more likely to refer to the king as the 
father of the country than we are to refer to the father as 
king of the family.) While society does serve a regulatory 
function, it is probably more correctly understood as sexuality 
making use of society to regulate itself. 

This means that society plays little or no role in either 


80 



causing or preventing sexual tensions. On the contrary, society 
absorbs sexual tensions into all of its structures. It becomes 
the larger theater for playing out the patterns of resentment 
learned in the family. Society is where we prove to parents 
qua audience that we are not what we thought they thought 
we were. Since the emphasis in this relationship is not on 
what our parents thought of us but on what we thought they 
thought, they become an audience that easily survives their 
physical absence or death. Moreover, for the same reason 
they become an audience whose definitive approval we can 
never win. 

To use Freud's famous phrase, the civilized are, therefore, 
the discontent. We do not become losers in civilization but 
become civilized as losers. The collective result of this ineradi¬ 
cable sense of failure is that civilizations take on the spirit 
of resentment. Acutely sensitive to an imagined audience, 
they are easily offended by other civilizations. Indeed, even 
the most powerful societies can be embarrassed by the weak¬ 
est: the Soviet Union by Afghanistan, Great Britain by Argen¬ 
tina, the United States by Grenada. 

This is also why the only true revolutionary act is not the 
overthrow of the father by the son—which only reinforces 
the existing patterns of resentment—but the restoration of 
genius to sexuality. It is by no means an accident that the 
only successful attempt of the American citizenry to force 
the ending of a foreign war occurred simultaneously with a 
wide revision in sexual attitudes. The civilization quickly recov¬ 
ered from this threat, however, by tempting these revolutionar¬ 
ies into a new sexual politics, one of societal standoff, where 
sexual genius is confused with such struggles as the passage 
of the Equal Rights Amendment and the election of women 
to national office. 

There is one other way in which society is shaped by the 


FINITE AND INFINITE GAMES 81 



tensions of finite sexuality: in its orientation toward property. 
Since sexuality is the only finite game in which the winner's 
prize is the loser, the most desirable form of property is the 
publicly acknowledged possession of another's person, a rela¬ 
tionship to which the possessed must of course freely consent. 
All other forms of property are considerably less desirable, 
even when they are vast in quantity. The true value of my 
property, in fact, varies not with its monetary worth but with 
its effectiveness in winning for me the declaration that I am 
the Master Player in our game with each other. 

The most serious struggles are those for sexual property. 
For this wars are fought, lives are generously risked, great 
schemes are initiated. However, who wins empire, fortune, 
and fame but loses in love has lost in everything. 


59 

Because finite, or veiled, sexuality is one or another struggle 
which its participants mean to win, it is oriented toward mo¬ 
ments, outcomes, final scenes. Like all finite play it proceeds 
largely by deception. Sexual desires are usually not directly 
announced but concealed under a series of feints, gestures, 
styles of dress, and showy behavior. Seductions are staged, 
scripted, costumed. Certain responses are sought, plots are 
developed. In skillful seductions delays are employed, special 
circumstances and settings are arranged. 

Seductions are designed to come to an end. Time runs 
out. The play is finished. All that remains is recollection, the 
memory of a moment, and perhaps a longing for its repetition. 
Seductions cannot be repeated. Once one has won or lost 
in a particular finite game, the game cannot be played over. 


82 



Moments once reached cannot be reached again. Lovers often 
sustain vivid reminders of extraordinary moments, but they 
are reminded at the same time of their impotence in recreating 
them. The appetite for novelty in lovemaking—new positions, 
the use of drugs, exotic surroundings, additional partners— 
is only a search for new moments that can live on only in 
recollection. 

As with all finite play, the goal of veiled sexuality is to 
bring itself to an end. 


60 

By contrast, infinite players have no interest in seduction 
or in restricting the freedom of another to one's own bound¬ 
aries of play. Infinite players recognize choice in all aspects 
of sexuality. They may see in themselves and in others, for 
example, the infant's desire to compete for the mother, but 
they also see that there is neither physiological nor societal 
destiny in sexual patterns. Who chooses to compete with an¬ 
other can also choose to play with another. 

Sexuality is not a bounded phenomenon but a horizonal 
phenomenon for infinite players. One can never say, therefore, 
that an infinite player is homosexual, or heterosexual, or celi¬ 
bate, or adulterous, or faithful—because each of these defini¬ 
tions has to do with boundaries, with circumscribed areas 
and styles of play. Infinite players do not play within sexual 
boundaries, but with sexual boundaries. They are concerned 
not with power but with vision. 

In their sexual play they suffer others, allow them to be 
as they are. Suffering others, they open themselves. Open, 
they learn both about others and about themselves. Learning, 


FINITE AND INFINITE GAMES 83 



they grow. What they learn is not about sexuality, but how 
to be more concretely and originally themselves, to be the 
genius of their own actions, to be whole. 

Moving therefore from an original center, the sexual engage¬ 
ments of infinite players have no standards, no ideals, no marks 
of success or failure. Neither orgasm nor conception is a goal 
in their play, although either may be part of the play. 


61 

There is nothing hidden in infinite sexuality. Sexual desire 
is exposed as sexual desire and is never therefore serious. Its 
satisfaction is never an achievement, but an act in a continuing 
relationship, and therefore joyous. Its lack of satisfaction is 
never a failure, but only a matter to be taken on into further 
play. 

Infinite lovers may or may not have a family. Rousseau 
said the only human institution that is not conventional is 
the family, which for a brief time is required by nature. Rous¬ 
seau erred. No family is united by natural or any other kind 
of necessity. Families can convene only out of choice. The 
family of infinite lovers has this difference, that it is self-evi¬ 
dently chosen. It is a progressive work of unveiling. Fathering 
and mothering are roles freely assumed but always with the 
design of showing them to be theatrical. It is the intention 
of parents in such families to make it plain to their children 
that they all play cultural and not societal roles, that they 
are only roles, and that they are all truly concrete persons 
behind them. Therefore, children also learn that they have 
a family only by choosing to have it, by a collective act to 
be a family with each other. 


84 



62 


Infinite sexuality does not focus its attention on certain 
parts or regions of the body. Infinite lovers have no "private 
parts/' They do not regard their bodies as having secret zones 
that can be exposed or made accessible to others for special 
favors. It is not their bodies but their persons they make 
accessible to others. 

The paradox of infinite sexuality is that by regarding sexual¬ 
ity as an expression of the person and not the body, it becomes 
fully embodied play. It becomes a drama of touching. 

The triumph of finite sexuality is to be liberated from play 
into the body. The essence of infinite sexuality is to be liberated 
into play with the body. In finite sexuality I expect to relate 
to you as a body; in infinite sexuality I expect to relate to 
you in your body. 

Infinite lovers conform to the sexual expectations of others 
in a way that does not expose something hidden, but unveils 
something in plain sight: that sexual engagement is a poiesis 
of free persons. In this exposure they emerge as the persons 
they are. They meet others with their limitations, and not 
within their limitations. In doing so they expect to be trans¬ 
formed—and are transformed. 


FINITE AND INFINITE GAMES 85 




FOUR 


A Finite Game 
Occurs Within 
aWorld 




63 

A finite game occurs within a world. The fact that it must 
be limited temporally, numerically, and spatially means that 
there is something against which the limits stand. There is 
an outside to every finite game. Its limits are meaningless 
unless there is something to be limited, unless there is a larger 
space, a longer time, a greater number of possible competitors. 

There is nothing about a finite game, in itself, that deter¬ 
mines at what time it is to be played, or by whom , or where. 

The rules of a finite game will indicate the temporal, spatial, 
and numerical nature of the game itself; that, for example, 
it will last sixty minutes, will be played on a field 100 yards 
in length, and by two teams of eleven players each. But the 
rules do not, and cannot, determine the date, the location, 
and the specific participants. There is nothing in the rules 
that requires professional teams composed of certain persons, 
earning salaries of specified amounts, joining at the end of 
each season in a national championship. The rules for the 
practice of medicine or for the exercise of the office of the 
Bishop of Rome do not indicate which persons are to enter 
these games; which kinds of persons, yes, but never the names 
of anyone . 


FINITE AND INFINITE GAMES 89 



A world provides an absolute reference without which the 
time, place, and participants make no sense. 

Whatever occurs within a game is relatively intelligible with 
reference to whatever else has happened inside its boundaries, 
but it is absolutely intelligible with reference to that world 
for the sake of which its boundaries exist. 

It is relatively intelligible to have won an election for the 
presidency by a few thousand votes after a campaign of about 
ten months; it is absolutely intelligible to be the sixteenth 
President of the United States, a society unambiguously 
marked off from all the rest of the world by its declared bound¬ 
aries, in the 1,860th year of that world's history. 

We cannot have a precise understanding of what it means 
to be the winner of a contest until we can place the game 
in the absolute dimensions of a world. 


64 

World exists in the form of audience. A world is not all that 
is the case, but that which determines all that is the case. 

An audience consists of persons observing a contest without 
participating in it. 

No one determines who an audience will be. No exercise 
of power can make a world. A world must be its own spontane¬ 
ous source. “A world worlds" (Heidegger). Who must be a 
world cannot be a world. 

The number of persons who join an audience is irrelevant. 
So is the time and space in which an audience occurs. The 
temporal and spatial boundaries of a finite game must be 
absolute—in relation to an audience or a world. But when 
and where a world occurs, and whom it includes, is of no 
importance. One does not say, "1 was in the world, or audience, 


90 



on November 22, 1963/' but rather, "I was just getting out 
of the car thinking about what to cook for dinner when I 
heard that the President had been shot/' An audience does 
not receive its identity according to the persons within it, 
but according to the events it observes. Those who remember 
that day remember precisely what they were doing in the 
early afternoon of that day, not because it was the 22d of 
November, but because it was at that moment that they be¬ 
came audience to the events of that day. 

If the boundaries of an audience are irrelevant, what is 
relevant is the unity of the audience. They must be a singular 
entity, bound in their desire to see who will win the contest 
before them. Anyone for whom this desire is not primary is 
not in the audience for that contest, and is not a person in 
that world. 

The fact that a finite game needs an audience before which 
it can be played, and the fact that an audience needs to be 
singularly absorbed in the events before it, show the crucial 
reciprocity of finite play and the world. Finite players need 
the world to provide an absolute reference for understanding 
themselves; simultaneously, the world needs the theater of 
finite play to remain a world. George Eliot's villainous charac¬ 
ter, Grandcourt, "did not care a languid curse for anyone's 
admiration; but this state of non-caring, just as much as desire, 
required its related object—namely, a world of admiring and 
envying spectators: for if you are fond of looking stonily at 
smiling persons, the persons must be there and they must 
smile." 

We are players in search of a world as often as we are 
world in search of players, and sometimes we are both at 
once. Some worlds pass quickly into existence, and quickly 
out of it. Some sustain themselves for longer periods, but 
no world lasts forever. 


FINITE AND INFINITE GAMES 91 



65 


There is an indefinite number of worlds. 


66 

The reciprocity of game and world has another, deeper 
effect on the persons involved. Because the seriousness of 
finite play derives from the players' need to correct another’s 
putative assessment of themselves, there is no requirement 
that the audience be physically present, since players are al¬ 
ready their own audience. Just as in finite sexuality where 
the absence or death of parents has no effect on the child’s 
determination to prove them wrong, finite players become 
their own hostile observers in the very act of competing. 

I cannot be a finite player without being divided against 
myself. 

A similar dynamic is found in the audience. When suffi¬ 
ciently oblivious to their status as audience, the observers of 
a finite game become so absorbed in its conduct that they 
lose the sense of distance between themselves and the players. 
It is they, quite as much as the players, who win or lose. 
For this reason the audience absorbs in itself the same politics 
of resentment that moves players to show they are not what 
they think others think they are. The audience is under the 
same constraint to disprove this judgment. 

When we ask where an audience will find its own audience, 
we discover the division inherent in all audiences. Each side 
of a conflict comes with its own partisan observers. Inasmuch 
as the conflict is expressed within the bounded playing of a 


92 



game, the audience is unified—but its unity consists in its 
opposition to itself. 

We cannot become a world without being divided against 
ourselves. 


67 

Occurring before a world, theatrically, a finite game occurs 
within time. Because it has its boundaries, its beginning and 
end, within the absolute temporal limits established by a world, 
time for a finite player runs out; it is used up. It is a diminishing 
quantity. 

A finite game does not have its own time. It exists in a 
world's time. An audience allows players only so much time 
to win their titles. 

Early in a game time seems abundant, and there appears 
a greater freedom to develop future strategies. Late in a game, 
time is rapidly being consumed. As choices become more lim¬ 
ited they become more important. Errors are more disastrous. 

We look on childhood and youth as those "times of life" 
rich with possibility only because there still seem to remain 
so many paths open to a successful outcome. Each year that 
passes, however, increases the competitive value of making 
strategically correct decisions. The errors of childhood can 
be more easily amended than those of adulthood. 

For the finite player in us freedom is a function of time. 
We must have time to be free. 

The passage of time is always relative to that which does 
not pass, to the timeless. Victories occur in time, but the 
titles won in them are timeless. Titles neither age nor die. 


FINITE AND INFINITE GAMES 93 



The points of reference for all finite history are signal triumphs 
meant never to be forgotten: establishment of the throne of 
David, the birth of the Savior, the journey to Medina, the 
battle of Hastings, the American, French, Russian, Chinese, 
and Cuban revolutions. 

Time divided into periods is theatrical time. The lapse of 
time between the opening and closing of an era is a scene 
between curtains. It is not a time lived, but a time viewed— 
by both players and audience. The periodization of time pre¬ 
supposes a viewer existing outside the boundaries of play, able 
to see the beginning and the end simultaneously. 

The outcome of a finite game is the past waiting to happen. 
Whoever plays toward a certain outcome desires a particular 
past. By competing for a future prize, finite players compete 
for a prized past. 


68 

The infinite player in us does not consume time but gener¬ 
ates it. Because infinite play is dramatic and has no scripted 
conclusion, its time is time lived and not time viewed. 

As an infinite player one is neither young nor old, for one 
does not live in the time of another. There is therefore no 
external measure of an infinite players temporality. Time does 
not pass for an infinite player. Each moment of time is a 
beginning. 

Each moment is not the beginning of a period of time. 
It is the beginning of an event that gives the time within it 
its specific quality. For an infinite player there is no such 
thing as an hour of time. There can be an hour of love, or 
a day of grieving, or a season of learning, or a period of labor. 

An infinite player does not begin working for the purpose 


94 



of filling up a period of time with work, but for the purpose 
of filling work with time. Work is not an infinite player's 
way of passing time, but of engendering possibility. Work is 
not a way of arriving at a desired present and securing it 
against an unpredictable future, but of moving toward a future 
which itself has a future. 

Infinite players cannot say how much they have completed 
in their work or love or quarreling, but only that much remains 
incomplete in it. They are not concerned to determine when 
it is over, but only what comes of it. 

For the finite player in us freedom is a function of time. 
We must have the time to be free. For the infinite player 
in us time is a function of freedom. We are free to have 
time. A finite player puts play into time. An infinite player 
puts time into play. 


69 

Just as infinite players can play any number of finite games, 
so too can they join the audience of any game. They do so, 
however, for the play that is in observing, quite aware that 
they are audience. They look, but they see that they are look¬ 
ing. 

Infinite play remains invisible to the finite observer. Such 
viewers are looking for closure, for the ways in which players 
can bring matters to a conclusion and finish whatever remains 
unfinished. They are looking for the way time has exhausted 
itself, or will soon do so. Finite players stand before infinite 
play as they stand before art, looking at it, making a poiema 
of it. 

If, however, the observers see the poiesis in the work they 
cease at once being observers. They find themselves in its 


FINITE AND INFINITE GAMES 95 



time, aware that it remains unfinished, aware that their reading 
of the poetry is itself poetry. Infected then by the genius of 
the artist they recover their own genius, becoming beginners 
with nothing but possibility ahead of them. 

If the goal of finite play is to win titles for their timelessness, 
and thus eternal life for oneself, the essence of infinite play 
is the paradoxical engagement with temporality that Meister 
Eckhart called "eternal birth.” 


96 



FIVE 


NatureIsthe 
Realm ofthe 
Unspeakable 




70 

Nature is the realm of the unspeakable. It has no voice of 
its own, and nothing to say. We experience the unspeakability 
of nature as its utter indifference to human culture. 

The Master Player in us tolerates this indifference scarcely 
at all. Indeed, we respond to it as a challenge, an invitation 
to confrontation and struggle. If nature will offer us no home, 
offer us nothing at all, we will then clear and arrange a space 
for ourselves. We take nature on as an opponent to be subdued 
for the sake of civilization. We count among the highest 
achievements of modern society the development of a technol¬ 
ogy that allows us to master nature's vagaries. 

The effort has largely taken the form of theatricalizing our 
relation to nature. Like any Master Player we have been pa¬ 
tiently attentive to the slightest clues in our opponent's behav¬ 
ior—as a way of preparing ourselves against surprise. Like 
hunters stalking their prey, we have learned to mimic the 
movements of nature, waiting for the chance to take hold 
of them before they get away from us. “Nature, to be com¬ 
manded, must be obeyed" (Bacon). It is as though, by learning 
its secret script, we have learned to direct its play as well. 
There is little left to surprise us. 

The assumption guiding our struggle against nature is that 


FINITE AND INFINITE GAMES 99 



deep within itself nature contains a structure, an order, that 
is ultimately intelligible to the human understanding. Since 
this inherent structure determines the way things change, and 
is not itself subject to change, we speak of nature being lawful, 
of repeating itself according to quite predictable patterns. 

What we have done by showing that certain events repeat 
themselves according to known laws is to explain them. Expla¬ 
nation is the mode of discourse in which we show why matters 
must be as they are. All laws made use of in explanation 
look backward in time from the conclusion or the completion 
of a sequence. It is implicit in all explanatory discourse that 
just as there is a discoverable necessity in the outcome of 
past events, there is a discoverable necessity in future events. 
What can be explained can also be predicted, if one knows 
the initial events and the laws covering their succession. A 
prediction is but an explanation in advance. 

Because of its thorough lawfulness nature has no genius 
of its own. On the contrary, it is sometimes thought that 
the grandest discovery of the human genius is the perfect 
compatibility between the structure of the natural order and 
the structure of the mind, thereby making a complete under¬ 
standing of nature possible. "One may say 'the eternal mystery 
of the world is its comprehensibility' ” (Einstein). 

This is as much as to say that nature does have a voice, 
and its voice is no different from our own. We can then 
presume to speak for the unspeakable. 

This achievement is often raised as a sign of the great 
superiority of modern civilization over the many faded and 
lost civilizations of the ancients. While our great skill lies in 
finding patterns of repetition under the apparent play of acci¬ 
dent and chance, less successful civilizations dealt with the 
threats of natural accident by appealing to supernatural powers 


100 



for protection. But the voices of the gods proved to be ignorant 
and false; they have been silenced by the truth. 


71 

There is an irony in our silencing of the gods. By presuming 
to speak for the unspeakable, by hearing our own voice as 
the voice of nature, we have had to step outside the circle 
of nature. It is one thing for physics and chemistry to be 
speaking about nature; it is quite another for physics and 
chemistry to be the speaking of nature. No chemist would 
want to say that chemistry is itself chemical, for our speaking 
cannot be both chemical and about chemistry. If speaking 
about a process is itself part of the process, there is something 
that must remain permanently hidden from the speaker. To 
be intelligible at all, we must claim that we can step aside 
from the process and comment on it “objectively” and “dispas¬ 
sionately,” without anything obstructing our view of these 
matters. Here lies the irony: By way of this perfectly reasonable 
claim the gods have stolen back into our struggle with nature. 
By depriving the gods of their own voices, the gods have 
taken ours. It is we who speak as supernatural intelligences 
and powers, masters of the forces of nature. 

This irony passes unnoticed only so long as we continue 
to veil ourselves against what we can otherwise plainly see: 
nature allows no master over itself. Bacon's principle works 
both ways. If we must obey to command, then our command¬ 
ing is only obeying and not commanding at all. There is no 
such thing as an unnatural act. Nothing can be done to or 
against nature, much less outside it. Therefore, the ignorance 
we thought we could avoid by an unclouded observation of 


FINITE AND INFINITE GAMES 101 



nature has swept us back into itself. What we thought we 
read in nature we discover we have read into nature. "We 
have to remember that what we observe is not nature in itself 
but nature exposed to our method of questioning” (Heisen¬ 
berg). 


72 

We are speaking now of no ordinary ignorance. It is not 
what we could have known but do not; it is unintelligibility 
itself: that which no mind can ever comprehend. 

Unveiled, aware of the insuperable limitation placed against 
all our looking, we come back to nature's perfect silence. Now 
we can see that it is a silence so complete there is no way 
of knowing what it is silent about—if anything. What we 
learn from this silence is the unlikeness between nature and 
whatever we could think or say about it. But this silence 
has an irony of its own: Far from stupefying us, it provides 
an indispensable condition to the mind's own originality. By 
confronting us with radical unlikeness, nature becomes the 
source of metaphor. 

Metaphor is the joining of like to unlike such that one 
can never become the other. Metaphor requires an irreducibil- 
ity, an imperturbable indifference of its terms for one another. 
The falcon can be the "kingdom of daylight's dauphin” only 
if the daylight could have no dauphin, could indeed have 
nothing to do with dauphins. 

At its root all language has the character of metaphor, be¬ 
cause no matter what it intends to be about it remains lan¬ 
guage, and remains absolutely unlike whatever it is about. 
This means that we can never have the falcon, only the word 
"falcon.” To say that we have the falcon, and not the "falcon,” 


102 



is to presume again that we know precisely what it is we 
have, that we can see it in its entirety, and that we can speak 
as nature itself. 

The unspeakability of nature is the very possibility of lan¬ 
guage. 

Our attempt to take control of nature, to be Master Player 
in our opposition to it, is an attempt to rid ourselves of lan¬ 
guage. It is the refusal to accept nature as "nature/' It is to 
deafen ourselves to metaphor, and to make nature into some¬ 
thing so familiar it is essentially an extension of our willing 
and speaking. What the hunter kills is not the deer, but the 
metaphor of the deer—the "deer." Killing the deer is not 
an act against nature; it is an act against language. To kill 
is to impose a silence that remains a silence. It is the reduction 
of an unpredictable vitality to a predictable mass, the transfor¬ 
mation of the remote into the familiar. It is to rid oneself 
of the need to attend to its otherness. 

The physicists who look at their objects within their limita¬ 
tions teach physics; those who see the limitations they place 
around their objects teach "physics." For them physics is a 
poiesis. 


73 

If nature is the realm of the unspeakable, history is the 
realm of the speakable. Indeed, no speaking is possible that 
is not itself historical. Students of history, like students of 
nature, often believe they can find unbiased, direct views of 
events. They look in on the lives of others, noting the multi¬ 
tude of ways those lives have been limited by the age in 
which they were lived. But no one can look in on an age, 
even if it is one's own age, without looking out of an age as 


FINITE AND INFINITE GAMES 103 



well. There is no refuge outside history for such viewers, any 
more than there is a vantage outside nature. 

Since history is the drama of genius, its relentless surprise 
tempts us into designing boundaries for it, searching through 
it for patterns of repetition. Historians sometimes speak of 
trends, of cycles, of currents, of forces, as though they were 
describing natural events. In doing so they must dehistoricize 
themselves, taking a perspective from the timeless, believing 
that each observed history is always of others and never of 
themselves, that each observation is of history but not itself 
historical. 

Genuine historians therefore reverse the assumption of the 
observers of nature that the observation itself cannot be an 
act of nature. Historians who understand themselves to be 
historical abandon explanation altogether. The mode of dis¬ 
course appropriate to such self-aware history is narrative . 

Like explanation, narrative is concerned with a sequence 
of events and brings its tale to a conclusion. However, there 
is no general law that makes this outcome necessary. In a 
genuine story there is no law that makes any act necessary. 
Explanations place all apparent possibilities into the context 
of the necessary; stories set all necessities into the context 
of the possible. 

Explanation can tolerate a degree of chance, but it cannot 
comprehend freedom at all. We explain nothing when we 
say that persons do whatever they do because they choose 
to do it. On the other hand, causation cannot find a place 
in narrative. We have not told a story when we show that 
persons do whatever they do because they were caused to 
do it—by their genes, their social circumstances, or the influ¬ 
ence of the gods. 

Explanations settle issues, showing that matters must end 
as they have. Narratives raise issues, showing that matters 


104 



do not end as they must but as they do. Explanation sets 
the need for further inquiry aside; narrative invites us to 
rethink what we thought we knew. 

If the silence of nature is the possibility of language, lan¬ 
guage is the possibility of history. 


74 

Successful explanations do not draw attention to themselves 
as modes of speaking, because what is explained is not itself 
subject to history. If I explain to you why cold water sinks 
to the bottom of the pond and ice rises to the surface, I 
certainly do not intend my explanation to be true now and 
not later. The explanation is true anywhere and any time. 

That I choose to explain this to you in this time and place, 
however, is historical; it is an event—the narrative of our 
relation with each other. There must therefore be a reason 
for the speaking of this verity. Explanations are not offered 
gratuitiously, just because, say, ice happens to float. I can 
explain nothing to you unless I first draw your attention to 
patent inadequacies in your knowledge: discontinuities in the 
relations between objects, or the presence of anomalies you 
cannot account for by any of the laws known to you. You 
will remain deaf to my explanations until you suspect yourself 
of falsehood. 

Many of these suspicions are, of course, minor, requiring 
merely small adjustments in one's views, incurring no doubt 
whatsoever concerning those views. Major challenges, how¬ 
ever, are too serious to be met with argument, or with sharp¬ 
ened explanation. They call either for outright and wholesale 
rejection, or for conversion. One does not cross over from 
Manichaeism to Christianity, or from Lamarckianism to Dar- 


FINITE AND INFINITE GAMES 105 



winism, by a mere adjustment of views. True conversions con¬ 
sist in the choice of a new audience, that is, of a new world. 
All that was once familiar is now seen in startlingly new ways. 

As theatrical as conversions are, they remain oblivious to 
the degree to which choice is involved in the passage from 
one world to another. Radical conversions, especially, veil 
themselves against their own arbitrariness. Augustine, the most 
famous convert of antiquity, was puzzled that he could have 
held so firmly to so many different falsehoods; he was not 
astounded that there are so many different truths. His conver¬ 
sion was not from explanation to narrative, but from one 
explanation to another. When he crossed the line from pagan¬ 
ism to Christianity, he arrived in the territory of a truth beyond 
further challenge. 

Explanations succeed only by convincing resistant hearers 
of their error. If you will not hear my explanations until you 
are suspicious of your own truths, you will not accept my 
explanations until you are convinced of your error. Explanation 
is an antagonistic encounter that succeeds by defeating an 
opponent. It possesses the same dynamic of resentment found 
in other finite play. I will press my explanations on you because 
I need to show that I do not live in the error that I think 
others think I do. 

Whoever wins this struggle is privileged with the claim 
to true knowledge. Knowledge has been arrived at, it is the 
outcome of this engagement. Its winners have the uncontested 
power to make certain statements of fact. They are to be 
listened to. In those areas appropriate to the contests now 
concluded, winners possess a knowledge that no longer can 
be challenged. 

Knowledge, therefore, is like property. It must be published, 
declared, or in some other way so displayed that others cannot 


106 



but take account of it. It must stand in their way. It must 
be emblematic, pointing backward at its possessor's competi¬ 
tive skill. 

So close are knowledge and property that they are often 
thought to be continuous. Those who are entitled to knowl¬ 
edge feel they should be granted property as well, and those 
who are entitled to property believe a certain knowledge goes 
with it. Scholars demand higher salaries for their publishable 
successes; industrialists sit on university boards. 


75 

If explanation, to be successful, must be oblivious to the 
silence of nature, it must also in its success impose silence 
on its listeners. Imposed silence is the first consequence of 
the Master Player's triumph. 

What one wins in a title is the privilege of magisterial 
speech. The privilege of magisterial speech is the highest honor 
attaching to any title. We expect the first act of a winner 
to be a speech. The first act of the loser may also be a speech, 
but it will be a speech to concede victory, to declare there 
will be no further challenge to the winner. It is a speech 
that promises to silence the loser's voice. 

The silence to which the losers pledge themselves is the 
silence of obedience. Losers have nothing to say; nor have 
they an audience who would listen. The vanquished are effec¬ 
tively of one will with the victors, and of one mind; they 
are completely incapable of opposition, and therefore without 
any otherness whatsoever. 

The victorious do not speak with the defeated; they speak 
for the defeated. Husbands speak for wives in the finite family, 


FINITE AND INFINITE GAMES 107 



and parents for their children. Kings speak for the realm, 
governors for the state, popes for the church. Indeed, the 
titled, as titled, cannot speak with anyone. 

It is chiefly in magisterial speech that the power of winners 
resides. To be powerful is to have one's words obeyed. It is 
only by magisterial speech that the emblematic property of 
winners can be safeguarded. Those entitled to their possessions 
have the privilege of calling the police, calling up an army, 
to force the recognition of their emblems. 

The power of gods is known principally through their utter¬ 
ances. The sicut dixit dominus (thus says the lord) is always 
a signal for ritual silence. The speech of a god can be so 
perfectly expressive of that god's power that the god and its 
speech become identical: "In the beginning was the word. 
The word was with God, and the word was God." 

One is speechless before a god, or silent before a winner, 
because it no longer matters to others what one has to say. 
To lose a contest is to become obedient; to become obedient 
is to lose one's listeners. The silence of obedience is an unheard 
silence. It is the silence of death. For this reason the demand 
for obedience is inherently evil. 

The silence of nature is the possibility of language. By subdu¬ 
ing nature the gods give it their own voice, but in making 
nature an opponent they make all their listeners opponents. 
By refusing the silence of nature they demand the silence 
of obedience. The unspeakability of nature is therefore trans¬ 
formed into the unspeakability of language itself. 


76 


Infinite speech is that mode of discourse that consistently 
reminds us of the unspeakability of nature. It bears no claim 


108 



to truth, originating from nothing but the genius of the 
speaker. Infinite speech is therefore not about anything; it 
is always to someone. It is not command, but address. It 
belongs entirely to the speakable. 

That language is not about anything gives it its status as 
metaphor. Metaphor does not point at something there. Never 
shall we find the kingdom of daylight's dauphin in one place 
or another. It is not the role of metaphor to draw our sight 
to what is there, but to draw our vision toward what is not 
there and, indeed, cannot be anywhere. Metaphor is horizonal, 
reminding us that it is one's vision that is limited, and not 
what one is viewing. 

The meaning of a finite speaker's discourse lies in what 
precedes its utterance, what is already the case and therefore 
is the case whether or not it is spoken. 

The meaning of an infinite speaker's discourse lies in what 
comes of its utterance—that is, whatever is the case because 
it is spoken . 

Finite language exists complete before it is spoken. There 
is first a language —then we learn to speak it. Infinite language 
exists only as it is spoken. There is first a language —when 
we learn to speak it. It is in this sense that infinite discourse 
always arises from a perfect silence. 

Finite speakers come to speech with their voices already 
trained and rehearsed. They must know what they are doing 
with the language before they can speak it. Infinite speakers 
must wait to see what is done with their language by the 
listeners before they can know what they have said. Infinite 
speech does not expect the hearer to see what is already known 
to the speaker, but to share a vision the speaker could not 
have had without the response of the listener. 

Speaker and listener understand each other not because 
they have the same knowledge about something, and not be- 


FINITE AND INFINITE GAMES 109 



cause they have established a likeness of mind, but because 
they know "how to go on” with each other (Wittgenstein). 


77 

Because it is address, attending always on the response of 
the addressed, infinite speech has the form of listening. Infinite 
speech does not end in the obedient silence of the hearer, 
but continues by way of the attentive silence of the speaker. 
It is not a silence into which speech has died, but a silence 
from which speech is born. 

Infinite speakers do not give voice to another, but receive 
it from another. Infinite speakers do not therefore appeal to 
a world as audience, do not speak before a world, but present 
themselves as an audience by way of talking with others. Finite 
speech informs another about the world—for the sake of being 
heard. Infinite speech forms a world about the other—for 
the sake of listening. 

It is for this reason that the gods, insofar as they speak as 
the lords of this world, magisterially, speak before this world 
and are therefore unable to change it. Such gods cannot create 
a world but can only be creations of a world—can only be 
idols. A god cannot create a world and be magisterial within 
it. "The religions which represent divinity as commanding 
whenever it has the power to do so seem false. Even though 
they are monotheistic they are idolatrous” (Weil). 

A god can create a world only by listening. 

Were the gods to address us it would not be to bring us 
to silence through their speech, but to bring us to speech 
through their silence. 

The contradiction of finite speech is that it must end by 
being heard. The paradox of infinite speech is that it continues 


no 



only because it is a way of listening. Finite speech ends with 
a silence of closure. Infinite speech begins with a disclosure 
of silence. 


78 

Storytellers do not convert their listeners; they do not move 
them into the territory of a superior truth. Ignoring the issue 
of truth and falsehood altogether, they offer only vision. Story¬ 
telling is therefore not combative; it does not succeed or fail. 
A story cannot be obeyed. Instead of placing one body of 
knowledge against another, storytellers invite us to return from 
knowledge to thinking, from a bounded way of looking to 
an horizonal way of seeing. 

Infinite speakers are Plato's poietai taking their place in 
the historical. Storytellers enter the historical not when their 
speaking is full of anecdotes about actual persons, or when 
they appear as characters in their own tales, but when in 
their speaking we begin to see the narrative character of our 
lives. The stories they tell touch us. What we thought was 
an accidental sequence of experiences suddenly takes the dra¬ 
matic shape of unresolved narrative. 

There is no narrative without structure, or plot. In a great 
story this structure seems like fate, like an inescapable judg¬ 
ment descending on its still unaware heroes, a great metaphys¬ 
ical causality that crowds out all room for choice. Fate arises 
not as a limitation on our freedom, but as a manifestation 
of our freedom, testimony that choice is consequent. The 
exercise of your freedom cannot prevent the exercise of my 
own freedom, but it can determine the context in which I 
am to act freely. You cannot make choices for me, but you 
can largely determine what my choices will be about. Great 


FINITE AND INFINITE GAMES 111 



stories explore the drama of this deeper touching of one free 
person by another. They are therefore genuinely sexual dramas 
astounding us once more with the magic of origins. 

The myth of Oedipus is one of many great sexual narratives 
in the cultural treasury of the West that plays on the dramatic 
relation of fate and origin. Once Oedipus had impulsively 
killed Laius, not knowing he was his own father, he was carried 
ahead by ambition and lust into marriage with the dead man's 
wife, unaware of her true identity. We can read this as fate 
or we can read it as one act of willfulness that leads to another. 
Oedipus has taken the posture of the Master Player executing 
terminal moves—but the moves are not terminal. Oedipus 
is able to bring nothing to an end. Even the act of blinding 
himself, meant as a kind of concluding gesture, only brings 
him to a higher vision. What Oedipus sees is not what the 
gods have done to him, but what he has done. He learns 
that what had been limited was his vision, and not what he 
was viewing. His blinding is an unveiling, and like all unveiling 
it is self-unveiling. Confronted in the end with nothing but 
his own genius, Oedipus is finally able to touch. The end of 
his story is a beginning. 

What raises this story into the historical is not just that 
Oedipus sees; it is that we see that he sees. We become 
listeners who see that we are listening and therefore participat¬ 
ing in a now enlarged drama of origins. Nothing is explained 
here. On the contrary, what we see is that everything remains 
still to be said. 


79 


There is a risk here of supposing that because we know 
our lives to have the character of narrative, we also know 


112 



what that narrative is. If I were to know the full story of 
my life I would then have translated it back into explanation. 
It is as though I could stand as audience to myself, seeing 
the opening scene and the final scene at the same time, as 
though I could see my life in its entirety. In doing so I would 
be performing it, not living it. 

Societal theorists are tempted into the belief that they know 
the story of a civilization. They can script its final scene of 
triumph or defeat. It is by way of such end-of-history thinking 
that the discovered laws of behavior to which persons conform 
become the scripted laws of behavior to which they must 
conform. 

True storytellers do not know their own story. What they 
listen to in their poiesis is the disclosure that wherever there 
is closure there is the possibility of a new opening, that they 
do not die at the end, but in the course of play. Neither do 
they know anyone else's story in its entirety. The primary 
work of historians is to open all cultural termini, to reveal 
continuity where we have assumed something has ended, to 
remind us that no one's life, and no culture, can be known , 
as one would know a poiema, but only learned , as one would 
learn a poiesis. 

Historians become infinite speakers when they see that 
whatever begins in freedom cannot end in necessity. 


FINITE AND INFINITE GAMES 113 




We Control 
Nature for 
Societal 
Reasons 




80 

We control nature for societal reasons. The control of 
nature advances with our ability to predict the outcome of 
natural processes. Inasmuch as predictions are but explanations 
in reverse, it is possible that they will be quite as combative 
as explanations. Indeed, prediction is the most highly devel¬ 
oped skill of the Master Player, for without it control of an 
opponent is all the more difficult. It follows that our domina¬ 
tion of nature is meant to achieve not certain natural outcomes, 
but certain societal outcomes. 

A small group of physicists, using calculations of the highest 
known abstraction, uncovered a predictable sequence of sub¬ 
atomic reactions that led directly to the construction of a 
thermonuclear bomb. It is true that the successful detonation 
of the bomb proved the predictions of the physicists, but it 
is also true that we did not explode the bomb to prove them 
correct; we exploded it to control the behavior of millions 
of persons and to bring our relations with them to a certain 
closure. 

What this example shows is not that we can exercise power 
over nature, but that our attempt to do so masks our desire 
for power over each other. This raises a question as to the 


FINITE AND INFINITE GAMES 117 



cultural consequences of abandoning the strategy of power 
in our attitude toward nature. 

The alternative attitudes toward nature can be characterized 
in a rough way by saying that the result of approaching nature 
as a hostile Other whose designs are basically inimical to our 
interests is the machine , while the result of learning to disci¬ 
pline ourselves to consist with the deepest discernable patterns 
of natural order is the garden. 

“Machine” is used here as inclusive of technology and not 
as an example of it—as a way of drawing attention to the 
mechanical rationality of technology. We might be surprised 
by the technological devices that spring from the imagination 
of gifted inventors and engineers, but there is nothing surpris¬ 
ing in the technology itself. The physicists' bomb is as thor¬ 
oughly mechanical as the Neanderthal's lever—each the 
exercise of calculable cause-and-effect sequences. 

“Garden” does not refer to the bounded plot at the edge 
of the house or the margin of the city. This is not a garden 
one lives beside, but a garden one lives within. It is a place 
of growth, of maximized spontaneity. To garden is not to 
engage in a hobby or an amusement; it is to design a culture 
capable of adjusting to the widest possible range of surprise 
in nature. Gardeners are acutely attentive to the deep patterns 
of natural order, but are also aware that there will always be 
much lying beyond their vision. Gardening is a horizonal activ¬ 
ity. 

Machine and garden are not absolutely opposed to each 
other. Machinery can exist in the garden quite as finite games 
can be played within an infinite game. The question is not 
one of restricting machines from the garden but asking 
whether a machine serves the interest of the garden, or the 


118 



garden the interest of the machine. We are familiar with a 
kind of mechanized gardening that has the appearance of 
high productivity, but looking closely we can see that what 
is intended is not the encouragement of natural spontaneity 
but its harnessing. 


81 

The most elemental difference between the machine and 
the garden is that one is driven by a force which must be 
introduced from without, the other grown by an energy which 
originates from within itself. 

Certainly machines of extraordinary complexity have been 
built: spacecraft, for example, that sustain themselves for 
months in the void while performing complicated functions 
with great accuracy. But no machine has been made, nor 
can one be made, that has the source of its spontaneity within 
itself. A machine must be designed, constructed, and fueled. 

Certainly gardens can be treated with such a range of chemi¬ 
cal and technological strategies that we can speak of "raising” 
food, and of the food we have raised as "produce.” But no 
way has been found, or can be found, by which organic growth 
can be forced from without. The application of fertilizers, 
herbicides, and any number of other substances does not alter 
growth but allows growth; it is meant to consist with natural 
growth. A plant cannot be designed or constructed. Though 
we seem to give it "fuel” in the form of rich earth and appropri¬ 
ate nutrients, we depend on the plant to make use of the 
fuel by way of its own vitality. A machine depends on its 
designer and its operator both for the supply of fuel and its 


FINITE AND INFINITE GAMES 119 



consumption. A machine has not the merest trace of its own 
spontaneity or vitality. Vitality cannot be given, only found. 


82 

Just as nature has no outside, it has no inside. It is not 
divided within itself and cannot therefore be used for or against 
itself. There is no inherent opposition of the living and the 
nonliving within nature; neither is more or less natural than 
the other. The use of agricultural poisons, for example, will 
surely kill selected organisms; it will arrest the spontaneity 
of living entities—but it is not an unnatural act. Nature has 
not been changed. All that changes is the way we discipline 
ourselves to consist with natural order. 

Our freedom in relation to nature is not the freedom to 
change nature; it is not the possession of power over natural 
phenomena. It is the freedom to change ourselves. We are 
perfectly free to design a culture that will turn on the awareness 
that vitality cannot be given but only found, that the given 
patterns of spontaneity in nature are not only to be respected, 
but to be celebrated. 

Although "natural order” is the common expression, it has 
something of a veiling quality about it. More properly speaking, 
it is not the order of nature but its irreducible spontaneity 
with which we find ourselves contending. That nature has 
no outside, and no inside, that it suffers no opposition to 
itself, that it is not moved by unnatural influence, is not the 
expression of an order so much as it is the display of a perfect 
indifference on nature's part to all matters cultural. 

Nature’s source of movement is always from within itself; 
indeed it is itself. And it is radically distinct from our own 
source of movement. This is not to say that, possessing no 


120 



order, nature is chaotic. It is neither chaotic nor ordered. 
Chaos and order describe the cultural experience of nature— 
the degree to which nature's indifferent spontaneity seems 
to agree with our current manner of cultural self-control. A 
hurricane, or a plague, or the overpopulation of the earth 
will seem chaotic to those whose cultural expectations are 
damaged by them and orderly to those whose expectations 
have been confirmed by them. 


83 

The paradox in our relation to nature is that the more 
deeply a culture respects the indifference of nature, the more 
creatively it will call upon its own spontaneity in response. 
The more clearly we remind ourselves that we can have 
no unnatural influence on nature, the more our culture will 
embody a freedom to embrace surprise and unpredictabil¬ 
ity. 

Human freedom is not a freedom over nature; it is the 
freedom to be natural, that is, to answer to the spontaneity 
of nature with our own spontaneity. Though we are free to 
be natural, we are not free by nature; we are free by culture, 
by history. 

The contradiction in our relation to nature is that the more 
vigorously we attempt to force its agreement with our own 
designs the more subject we are to its indifference, the more 
vulnerable to its unseeing forces. The more power we exercise 
over natural process the more powerless we become before 
it. In a matter of months we can cut down a rain forest 
that took tens of thousands of years to grow, but we are helpless 
in repulsing the desert that takes its place. And the desert, 
of course, is no less natural than the forest. 


FINITE AND INFINITE GAMES 121 



84 


Such contradiction is most obvious in the matter of machin¬ 
ery. We make use of machines to increase our power, and 
therefore our control, over natural phenomena. By exerting 
themselves no more than is necessary to operate fingertip con¬ 
trols, a team of workers can cut six-lane highways through 
mountains and dense forest, or fill in wetlands to build shop¬ 
ping malls. 

While a machine greatly aids the operator in such tasks, 
it also disciplines its operator. As the machine might be consid¬ 
ered the extended arms and legs of the worker, the worker 
might be considered an extension of the machine. All ma¬ 
chines, and especially very complicated machines, require oper¬ 
ators to place themselves in a provided location and to perform 
functions mechanically adapted to the functions of the ma¬ 
chine. To use the machine for control is to be controlled 
by the machine. 

To operate a machine one must operate like a machine. 
Using a machine to do what we cannot do, we find we must 
do what the machine does. 

Machines do not, of course, make us into machines when 
we operate them; we make ourselves into machinery in order 
to operate them. Machinery does not steal our spontaneity 
from us; we set it aside ourselves, we deny our originality. 
There is no style in operating a machine. The more efficient 
the machine, the more it either limits or absorbs our unique¬ 
ness into its operation. 

Indeed, we come to think that the style of operation does 
not belong to the operator at all, but is inherent in the ma¬ 
chine. Advertisers and manufacturers speak of their products 
as though they have designed style into them. Most consumer 
products are “styled” inasmuch as they actually standardize 


122 



the activity or the taste of the consumer. In a perfect contradic¬ 
tion we are urged to buy a “styled” artifact because others 
are also buying it—that is, we are asked to express our genius 
by giving up our genius. 

Because we make use of machinery in the belief we can 
increase the range of our freedom, and instead only decrease 
it, we use machines against ourselves. 


85 

Machinery is contradictory in another way. Just as we use 
machinery against ourselves, we also use machinery against 
itself. A machine is not a way of doing something; it stands 
in the way of doing something. 

When we use machines to achieve whatever it is we desire, 
we cannot have what we desire until we have finished with 
the machine, until we can rid ourselves of the mechanical 
means of reaching our intended outcome. The goal of technol¬ 
ogy is therefore to eliminate itself, to become silent, invisible, 
carefree. 

We do not purchase an automobile, for example, merely 
to own some machinery. Indeed, it is not machinery we are 
buying at all, but what we can have by way of it: a means 
of rapidly carrying us from one location to another, an object 
of envy for others, protection from the weather. Similarly, a 
radio must cease to exist as equipment and become sound. 
A perfect radio will draw no attention to itself, will make it 
seem we are in the very presence of the source of its sound. 
Neither do we watch a movie screen, nor look at television. 
We look at what is on television, or in the movie, and become 
annoyed when the equipment intrudes—when the film is unfo¬ 
cused or the picture tube malfunctions. 


FINITE AND INFINITE GAMES 123 



When machinery functions perfectly it ceases to be there— 
but so do we. Radios and films allow us to be where we are 
not and not be where we are. Morever, machinery is veiling. 
It is a way of hiding our inaction from ourselves under what 
appear to be actions of great effectiveness. We persuade our¬ 
selves that, comfortably seated behind the wheels of our autos, 
shielded from every unpleasant change of weather, and raising 
or lowering our foot an inch or two, we have actually traveled 
somewhere. 

Such travel is not through space foreign to us, but in a 
space that belongs to us. We do not move from our point 
of departure, but with our point of departure. To be moved 
from our living room by an automobile whose upholstered 
seats differ scarcely at all from those in our living rooms, to 
an airport waiting room and then to the airplane where we 
are provided the same sort of furniture, is to have taken our 
origin with us; it is to have left home without leaving home. 
To be at home everywhere is to neutralize space. 

Therefore, the importance of reducing time in travel: by 
arriving as quickly as possible we need not feel as though 
we had left at all, that neither space nor time can affect 
us—as though they belong to us, and not we to them. 

We do not go somewhere in a car, but arrive somewhere 
in a car. Automobiles do not make travel possible, but make 
it possible for us to move locations without traveling. 

Thus, the theatricality of machinery: Such movement is 
but a change of scenes. If effective, the machinery will see 
to it that we remain untouched by the elements, by other 
travelers, by those whose towns or lives we are traveling 
through. We can see without being seen, move without being 
touched. 

When most effective, the technology of communication 
allows us to bring the histories and the experiences of others 


124 



into our home, but without changing our home. When most 
effective, the technology of travel allows us to pass through 
the histories of other persons with the "comforts of home,” 
but without changing those histories. 

When it is most effective, machinery will have no effect 
at all. 


86 

In still another way is machinery contradictory. Using it 
against itself and against ourselves, we also use machinery 
against each other 

I cannot use machinery without using it with another. I 
do not talk on the telephone; I talk with someone on the 
telephone. 1 listen to someone on the radio, drive to visit a 
friend, compute business transactions. To the degree that my 
association with you depends on such machinery, the connect¬ 
ing medium makes each of us an extension of itself. If your 
business activities cannot translate into data recognizable by 
my computer, I can have no business with you. If you do 
not live where I can drive to see you, I will find another 
friend. In each case your relationship to me does not depend 
on my needs but on the needs of my machinery. 

If to operate a machine is to operate like a machine, then 
we not only operate with each other like machines y we operate 
each other like machines. And if a machine is most effective 
when it has no effect, then we operate each other in such a 
way that we reach the outcome desired—in such a way that 
nothing happens. 

The inherent hostility of machine-mediated relatedness is 
nowhere more evident than in the use of the most theatrical 
machines of all: instruments of war. All weapons are designed 


FINITE AND INFINITE GAMES 125 



to affect others without affecting ourselves, to make others 
answerable to the technology in our control. Weapons are 
the equipment of finite games designed in such a way that 
they do not maximize the play but eliminate it. Weapons 
are meant not to win contests but to end them. Killers are 
not victors; they are unopposed competitors, players without 
a game, living contradictions. 

This is particularly the case with the airborne electronic 
weaponry of the present century, where the operator deals 
only with the technology—buttons, blips, lights, dials, levers, 
computer data—and never with the unseen opponent. Indeed, 
so empty of drama is the modern machinery of slaughter 
that it is intended to assault enemies only while they are 
still unseen. This reaches an extreme form in the belief that 
our enemies are not unseen because they are enemies, but 
are enemies because they are unseen. 

There is a logic in the instrumentality of death that leads 
us to killing the unseen because they are unseen. The crudest 
spear or sword is raised by an attacker because the independent 
existence of another cannot be countenanced —because the 
other cannot be seen as an other . Just as I insist that the 
condition of our friendship is your unresisting use of the tele¬ 
phone, I will expect the weapon in my hand to function with¬ 
out finding an other that can resist it. Killers can suffer no 
suggestion that they are living into the open, that their histo¬ 
ries are not finished, that their freedom is always a freedom 
with others, and not over others, that it is not their vision 
that is limited but what they are viewing. 

The fact that the technology of slaughter at vast distances 
has become extremely sophisticated does not culturally ad¬ 
vance its highly trained operators over club-swinging primi- 


126 



tives; it makes complete the blindness that was but 
rudimentary in the primitive. It is the supreme triumph of 
resentment over vision. We are the unseeing killing the un¬ 
seen. 

Not everyone who uses machinery is a killer. But when 
the use of machinery springs from our attempt to respond 
to the indifference of nature with an indifference of our own 
to nature, we have begun to acquire the very indifference to 
persons that has led to the century's grandest crimes by its 
most civilized nations. 


87 

If indifference to nature leads to the machine, the indiffer¬ 
ence of nature leads to the garden. All culture has the form 
of gardening: the encouragement of spontaneity in others by 
way of one's own, the respect for source, and the refusal to 
convert source into resource. 

Gardeners slaughter no animals. They kill nothing. Fruits, 
seeds, vegetables, nuts, grains, grasses, roots, flowers, herbs, 
berries—all are collected when they have ripened, and when 
their collection is in the interest of the garden's heightened 
and continued vitality. Harvesting respects a source, leaves 
it unexploited, suffers it to be as it is. 

Animals cannot be harvested. They mature, but they do 
not "ripen." They are killed not when they have completed 
the cycle of their vitality but when they are at the peak of 
their vitality. Finite gardeners, converting agriculture into 
commerce, "raise" or "produce" animals—or meat products— 
as though by machine. Animal husbandry is a science, a 


FINITE AND INFINITE GAMES 127 



method of controlling growth. It assumes that animals belong 
to us. What is source in them is to be resource for us. Cattle 
are confined to pens to prevent such movement as would 
“toughen” their flesh. Geese, their feet nailed to the floor, 
are force fed like machines until they can be butchered for 
their fattened livers. 

While machinery is meant to work changes without chang¬ 
ing its operators, gardening transforms its workers. One learns 
how to drive a car, one learns to drive as a car; but one 
becomes a gardener. 

Gardening is not outcome-oriented. A successful harvest 
is not the end of a garden's existence, but only a phase of 
it. As any gardener knows, the vitality of a garden does not 
end with a harvest. It simply takes another form. Gardens 
do not “die” in the winter but quietly prepare for another 
season. 

Gardeners celebrate variety, unlikeness, spontaneity. They 
understand that an abundance of styles is in the interest of 
vitality. The more complex the organic content of the soil, 
for example—that is, the more numerous its sources of 
change—the more vigorous its liveliness. Growth promotes 
growth. 

So also in culture. Infinite players understand that the vigor 
of a culture has to do with the variety of its sources, the 
differences within itself. The unique and the surprising are 
not suppressed in some persons for the strength of others. 
The genius in you stimulates the genius in me. 

One operates a machine effectively, so that it disappears, 
giving way to results in which the machine has no part. One 
gardens creatively, so that all the sources of the garden's vitality 
appear in its harvest, giving rise to a continuity in which 
we take an active part. 


128 



88 


Inasmuch as gardens do not conclude with a harvest and 
are not played for a certain outcome, one never arrives any¬ 
where with a garden. 

A garden is a place where growth is found. It has its own 
source of change. One does not bring change to a garden, 
but comes to a garden prepared for change, and therefore 
prepared to change. It is possible to deal with growth only 
out of growth. True parents do not see to it that their children 
grow in a particular way, according to a preferred pattern or 
scripted stages, but they see to it that they grow with their 
children. The character of one's parenting, if it is genuinely 
dramatic, must be constantly altered from within as the chil¬ 
dren change from within. So, too, with teaching, or working 
with, or loving each other. 

It is in the garden that we discover what travel truly is. 
We do not journey to a garden but by way of it. 

Genuine travel has no destination. Travelers do not go some¬ 
where, but constantly discover they are somewhere else. Since 
gardening is a way not of subduing the indifference of nature 
but of raising one's own spontaneity to respond to the disre¬ 
garding vagaries and unpredictabilities of nature, we do not 
look on nature as a sequence of changing scenes but look 
on ourselves as persons in passage. 

Nature does not change; it has no inside or outside. It is 
therefore not possible to travel through it. AH travel is there¬ 
fore change within the traveler, and it is for that reason that 
travelers are always somewhere else. To travel is to grow. 

Genuine travelers travel not to overcome distance but to 
discover distance. It is not distance that makes travel necessary, 
but travel that makes distance possible. Distance is not deter- 


FINITE AND INFINITE GAMES 129 



mined by the measurable length between objects, but by the 
actual differences between them. The motels around the air¬ 
ports in Chicago and Atlanta are so little different from the 
motels around the airports of Tokyo and Frankfurt that all 
essential distances dissolve in likeness. What is truly separated 
is distinct; it is unlike. "The only true voyage would be not 
to travel through a hundred different lands with the same 
pair of eyes, but to see the same land through a hundred 
different pairs of eyes” (Proust). 

A gardener, whose attention is ever on the spontaneities 
of nature, acquires the gift of seeing differences, looks always 
for the merest changes in plant growth, or in the composition 
of the soil, the emerging populations of insects and earth¬ 
worms. So will gardeners, as parents, see changes of the small¬ 
est subtlety in their children, or as teachers see the signs of 
an increasing skill, and possibly wisdom, in their students. A 
garden, a family, a classroom—any place of human gathering 
whatsoever—will offer no end of variations to be observed, 
each an arrow pointing toward yet more changes. But these 
observed changes are not theatrically amusing to genuine 
gardeners; they dramatically open themselves to a renewed 
future. 

So, too, with those who look everywhere for difference, 
who see the earth as source, who celebrate the genius in others, 
who are not prepared against but for surprise. "I have traveled 
far in Concord” (Thoreau). 


89 


Since machinery requires force from without, its use always 
requires a search for consumable power. When we think of 


130 



nature as resource, it is as a resource for power. As we preoc¬ 
cupy ourselves with machinery, nature is increasingly thought 
of as a reservoir of needed substances. It is a quantity of 
materials that exist to be consumed, chiefly in our machines. 

Being undivided, nature cannot be used against itself. We 
do not therefore consume it , or exhaust it. We simply rear¬ 
range our societal patterns in a way that reduces our ability 
to respond creatively to the existing patterns of spontaneity. 
That is, to use the societal expression, we create waste . Waste, 
of course, is by no means unnatural. The trash and garbage 
of a civilization do not befoul nature; they are nature—but 
in a form society no longer is able to exploit for its own 
ends. 

Society regards its waste as an unfortunate, but necessary, 
consequence of its activities—what is left when we have made 
essential societal goods available. But waste is not the result 
of what we have made. It is what we have made. Waste 
plutonium is not an indirect consequence of the nuclear indus¬ 
try; it is a product of that industry. 


90 

Waste is unveiling. As we find ourselves standing in garbage 
that we know is our own, we find also that it is garbage we 
have chosen to make, and having chosen to make it could 
choose not to make it. Because waste is unveiling, we remove 
it. We place it where it is out of sight. We either find unin¬ 
habited areas where waste can be disposed of, or fill them 
with our refuse until they become uninhabitable. Since a flour¬ 
ishing society will vigorously exploit its natural resources, it 
will produce correspondingly great quantities of trash, and 


FINITE AND INFINITE GAMES 131 



quickly its uninhabited lands will overflow with waste, threat¬ 
ening to make the society's own habitation into a waste¬ 
land. 

Because waste is unveiling, it is not only placed out of 
sight, it is declared a kind of antiproperty. No one owns it. 
Part of the contradiction in the phenomenon of waste is that 
treating nature as though it belongs to us we must soon treat 
nature as though it belongs to no one. Not only does no 
one own waste, no one wants it. Instead of competing to 
possess these particular products, we compete to dispossess 
them. We force it on others less able to rid themselves of 
it. Trash accumulates in slums, sewage runs downstream, air¬ 
borne acid drifts hundreds of miles settling on the lands of 
those powerless to halt its “disposal” into the atmosphere. 
Thousands of square miles of farm lands have been laid waste 
by the construction of multilane highways, or submerged 
by dams whose water is used to flush waste from distant 
cities. 

Waste is the antiproperty that becomes the possession of 
losers. It is the emblem of the untitled. 

Waste is unveiling, because it persists in showing itself as 
waste, and as out waste. If waste is the result of our indifference 
to nature, it is also the way we experience the indifference 
of nature. Waste is therefore a reminder that society is a 
species of culture. Looking about at the wasteland into which 
we have converted our habitation, we can plainly see that 
nature is not whatever we want it to be; but we can also 
plainly see that society is only what we want it to be. 

It is a consequence of this contradiction that the more 
waste a society produces, the more unveiling that waste is, 
and thus the more vigorously must a society deny that it 
produces any waste at all; the more it must dispose, or hide, 
or ignore, its detritus. 


132 



91 


Since the attempt to control nature is at its heart the at¬ 
tempt to control other persons, we can expect societies to 
be less patient with those cultures which express some degree 
of indifference to societal goals and values. It is this repeated 
parallel that brings us to see that the society that creates 
natural waste creates human waste. 

Waste persons are those no longer useful as resources to 
a society for whatever reason, and have become apatrides, 
or noncitizens. Waste persons must be placed out of view— 
in ghettos, slums, reservations, camps, retirement villages, mass 
graves, remote territories, strategic hamlets—all places of deso¬ 
lation, and uninhabitable. We live in a century whose Master 
Players have created many millions of such "superfluous per¬ 
sons” (Rubenstein). 

A people does not become superfluous by itself, any more 
than natural waste creates itself. It is society that declares 
some persons to be waste. Human trash is not an unfortunate 
burden on a society, an indirect result of its proper conduct; 
it is its direct product. European settlers in the Ameri¬ 
can, African, and Asian continents did not happen to come 
upon populations of unwanted persons nature had thrust in 
their way; they made them superfluous by way of some of 
the most important and irreversible principles of their societ¬ 
ies. 

Strictly speaking, waste persons do not exist outside the 
boundaries of a society. They are not society’s enemies. One 
does not go to war against them, as one goes to war against 
another society. Waste persons do not constitute an alterna¬ 
tive or threatening society; they constitute an unveiling cul¬ 
ture. They are therefore "purged.” A society cleanses itself of 
them. 


FINITE AND INFINITE GAMES 133 



92 


When society is unveiled, when we see that it is whatever 
we want it to be, that it is a species of culture with nothing 
necessary in it, by no means a phenomenon of nature or a 
manifestation of instinct, nature is no longer shaped and fitted 
into one or another set of societal goals. Unveiled, we stand 
before a nature whose only face is its hidden self-origination: 
its genius. 

We see nature as genius when we see as genius. 

We understand nature as source when we understand our¬ 
selves as source. We abandon all attempts at an explanation 
of nature when we see that we cannot be explained, when 
our own self-origination cannot be stated as fact. We behold 
the irreducible otherness of nature when we behold ourselves 
as its other. 


93 

For the infinite player, seeing as genius, nature is the abso¬ 
lutely unlike. The infinite player recognizes nothing on the 
face of nature. Nature displays not only its indifference to 
human existence but its difference as well. 

Nature offers no home. Although we become gardeners 
in response to its indifference, nature does nothing of itself 
to feed us. In Jewish and Islamic mythology God provided 
us with a garden but did not, indeed could not, do the garden¬ 
ing for us. It was only a garden because we could respond 
to it, because we could be responsible for it. Our responsibility 
lay in noting its variabilities and discrete features. We were 
to name the animals, separating one from the other. This 
garden was not a machine-like device automatically providing 

154 



food for us. Neither were we machine-like, driven from without 
and destined from within. According to this myth, God did 
breathe life into us, but in order to continue living we had 
to do our own breathing. 

But responsibility for the garden does not mean that we 
can make a garden of nature, as though it were a poiema 
of which we could take possession. A garden is not something 
we have, over which we stand as gods. A garden is a poiesis, 
a receptivity to variety, a vision of differences that leads always 
to a making of differences. The poet joyously suffers the unlike, 
reduces nothing, explains nothing, possesses nothing. 

We stand before genius in silence. We cannot speak it, 
we can only speak as it. Yet, though I speak as genius, I 
cannot speak for genius. I cannot give nature a voice in my 
script. I can not give others a voice in my script—without 
denying their own source, their originality. To do so is to 
cease responding to the other, to cease being responsible. No 
one and nothing belong in my script. 

The homelessness of nature, its utter indifference to human 
existence, disclose to the infinite player that nature is the 
genius of the dramatic. 


FINITE AND INFINITE GAMES 135 




SEVEN 


Myth 
Provokes 
Explanation 
but Accepts 
None ofIt 




94 

Myth provokes explanation but accepts none of it. Where 
explanation absorbs the unspeakable into the speakable, myth 
reintroduces the silence that makes original discourse possible. 

Explanations establish islands, even continents, of order and 
predictability. But these regions were first charted by adventur¬ 
ers whose lives are narratives of exploration and risk. They 
found them only by mythic journeys into the wayless open. 
When the less adventuresome settlers arrive later to work 
out the details and domesticate these spaces, they easily lose 
the sense that all this firm knowledge does not expunge myth, 
but floats in it. 

Few discoveries were greater than Copernicus', for they 
projected an order into the heavens that no one has successfully 
challenged. Many thought then, and some still think, that 
this great statement of truth dispelled clouds of myth that 
had kept humankind in retarding darkness. What Copernicus 
dispelled, however, were not myths but other explanations. 
Myths lie elsewhere. To see where, we do not look at the 
facts in Copernicus' works; we look for the story in his stating 
them. Knowledge is what successful explanation has led to; 
the thinking that sent us forth, however, is pure story. 

Copernicus was a traveler who went with a hundred pairs 


FINITE AND INFINITE GAMES 139 



of eyes, daring to look again at all that is familiar in the 
hope of vision. What we hear in this account is the ancient 
saga of the solitary wanderer, the peregrinus , who risks any¬ 
thing for the sake of surprise. True, at a certain point he 
stopped to look and may have ended his journey as a Master 
Player setting down bounded fact. But what resounds most 
deeply in the life of Copernicus is the journey that made 
knowledge possible and not the knowledge that made the 
journey successful. 

That myth does not accept the explanations it provokes 
we can see in the boldness with which thinkers in any territorial 
endeavor reexamine the familiar for a higher seeing. Indeed, 
the very liveliness of a culture is determined not by how fre¬ 
quently these thinkers discover new continents of knowledge 
but by how frequently they depart to seek them. 

A culture can be no stronger than its strongest myths. 


95 

A story attains the status of myth when it is retold, and 
persistently retold, solely for its own sake. 

If I tell a story as a way of bracing up an argument or 
amusing an audience, I am not telling it for its own sake. 
To tell a story for its own sake is to tell it for no other reason 
than that it is a story. Great stories have this feature: To 
listen to them and learn them is to become their narrators. 

Our first response to hearing a story is the desire to tell 
it ourselves—the greater the story the greater the desire. We 
will go to considerable time and inconvenience to arrange a 
situation for its retelling. It is as though the story is itself 
seeking the occasion for its recurrence, making use of us as 


140 



its agents. We do not go out searching for stories for ourselves; 
it is rather the stories that have found us for themselves. 

Great stories cannot be observed, any more than an infinite 
game can have an audience. Once I hear the story I enter 
into its own dimensionality. I inhabit its space at its time. I 
do not therefore understand the story in terms of my experi¬ 
ence, but my experience in terms of the story. Stories that 
have the enduring strength of myths reach through experience 
to touch the genius in each of us. But experience is the result 
of this generative touch, not its cause. So far is this the case 
that we can even say that if we cannot tell a story about 
what happened to us y nothing has happened to us. 

It was not Freud's theory of the unconscious that led him 
to Oedipus, but the myth of Oedipus that shaped the way 
he listened to his patients. 'The theory of instincts," he wrote, 
"is so to say our mythology." So too, then, the theory of 
the unconscious that follows from it, and the superego, and 
the ego. This is a mythology of such poetic strength that it 
has altered not only the way we understand our experience, 
but our experience itself. Who of us has not known a crisis 
of ego, the disturbing presence of unwanted feelings, or the 
anxious recoil from a more polymorphously embodied sexual¬ 
ity? These experiences are not described by Freud the dispas¬ 
sionate scientist; they are made possible by Freud the mythic 
dreamer. 

As myths make individual experience possible, they also 
make collective experience possible. Whole civilizations rise 
from stories—and can rise from nothing else. It is not the 
historical experience of Jews that makes the Torah meaningful. 
The Torah is no more a description of the creation of the 
earth and early Jewish life than the theory of instincts is a 
description of the psyches of a handful of bourgeois Viennese 


FINITE AND INFINITE GAMES 141 



of the early twentieth century. The Torah is not the story 
of the Jews; it is what makes Judaism a story. 

We tell myths for their own sake, because they are stories 
that insist on being stories—and insist on being told. We 
come to life at their touch. 

However seriously we might regard them as so much inert 
poiema, and attach metaphysical meanings to them, they 
spring back out of their own vitality. When we look into a 
story to find its meaning, it is always a meaning we have 
brought with us to look at. 

Myths are like magic trees in the garden of culture. They 
do not grow on but out of the silent earth of nature. The 
more we strip these trees of their fruit or prune them back 
to our favored design, the more imposing and fecund they 
become. 

Myths, told for their own sake, are not stories that have 
meanings, but stories that give meanings. 


96 

Storytellers become metaphysicians, or ideologists, when 
they come to believe they know the entire story of a people. 
This is history theatricalized, with the beginning and end in 
plain sight. A psychoanalyst who looks for the Freudian myth 
in patients imposes a filter that lets through nothing the psy¬ 
choanalyst was not prepared to find. 

The psychotherapeutic relationship will become horizonal 
only when both patient and therapist realize that the Freudian 
myth does not determine the meaning of what happens be¬ 
tween them, but offers the possibility that their relationship 
will have a story of its own. 

The Freudian myth does not therefore repeat itself in their 


142 



relationship, but resonates in it. Those Jews who claim the 
right to certain territories on the basis of a biblical promise, 
those Christians who believe the Russians are the great evil 
armies foreseen in biblical prophecies of the end of the world, 
repeat the bible but do not resonate with it. 

We resonate with myth when it resounds in us. A myth 
resounds in me when its voice is heard in mine but not heard 
as mine. I do not resonate when I quote Jeremiah or when 
I speak as Jeremiah, but only when Jeremiah speaks in a way 
that touches an original voice in me. The speech of New 
Yorkers resonates not because they talk like New Yorkers, 
but because when they talk we hear New York in their voice. 

The resonance of myth collapses the apparent distinction 
between the story told by one person to another and the 
story of their telling and listening. It is one thing for you to 
tell me the story of Muhammad; it is quite another for me 
to tell the story of your telling me about Muhammad. Ordi¬ 
narily we confine the story to the words of the speaker. But 
in doing so we treat it as a story quoted, not a story told. 
In your relating, and not repeating, the story of Muhammad, 
I am touched, and I respond from my genius. Something 
has begun. But in touching, you are also touched. Something 
has begun between us. Our relationship has opened forward 
dramatically. Since this drama emerged from the telling of 
the story of Muhammad, our story resonates with Muham¬ 
mad's, and Muhammad's with ours. 

As myths are told, and continue to resound in the telling, 
they come to us already richly resonant. The stories they are 
sound deeply with the stories of their telling. Their strength 
as stories lies in their ability to invite us into their drama. 
It is a drama that contains an entire history of voices, sounding 
and resounding from a thousand sources in our culture. For 
this reason myths are significantly unresolved—but unresolved 


FINITE AND INFINITE GAMES 143 



in the way of an infinite game, having rules, or narrative struc¬ 
ture, that allow any number of participants at any time to 
enter the drama without fixing its plot or bringing it to closure 
in a final scene. In such stories much will be said about closure, 
or death, but their telling will always disclose the way death 
comes in the course of play and not at its end. 


97 

Myths of irrepressible resonance have lost all trace of an 
author. Even when sacred texts are written down by an identifi¬ 
able prophet or evangelist, it is invariably thought that these 
words were first spoken to their recorders and not spoken 
by them. Moses received the law and did not compose it. 
Muhammad heard the Quran and did not dictate it. Christians 
do not read Mark but the gospel according to Mark. Hindus 
understand their most authoritative texts, the Vedas, to be 
heard ( sruti ), and the literature that derives from the Vedas 
to be composed ( smriti ). 

The gospel can be heard nowhere except from those who 
themselves have heard it. Although I might hear New York 
in your voice, there is no possibility I could hear New York 
by itself. No myth, therefore, exists by itself; neither does it 
have a discoverable origin. Whom could we name as the first 
New Yorker? Even when it is God who is heard by the prophet, 
it is a god who speaks in the language and idiom of the prophet, 
and not in locutions restricted to divine utterance—as though 
that god's speaking were itself a form of listening. 

Indeed, myth is the highest form of our listening to each 
other, of offering a silence that makes the speech of the other 
possible. This is why listening is far more valued by religion 


144 



than speaking. Fides ex auditu . Faith comes by listening, Paul 
said. 


98 

The opposite of resonance is amplification. A choir is the 
unified expression of voices resonating with each other; a loud¬ 
speaker is the amplification of a single voice, excluding all 
others. A bell resonates, a cannon amplifies. We listen to 
the bell, we are silenced by the cannon. 

When a single voice is sufficiently amplified, it becomes 
a speaking that makes it impossible for any other voices to 
be heard. We do not listen to a loudspeaker for what is being 
said, but only because it is all that is being said. Magisterial 
speech is amplified speech; it is speech that silences. Loud¬ 
speaking is a mode of command, and therefore a speech de¬ 
signed to bring itself to an end as completely and swiftly as 
possible. The amplified voice seeks obedient action on the 
part of its hearers and an immediate end to their speech. 
There is no possibility of conversation with a loudspeaker. 

Ideology is the amplification of myth. It is the assumption 
that since the beginning and end of history are known there 
is nothing more to say. History is therefore to be obediently 
lived out according to the ideology. Just as the warmakers 
of Europe regularly melted down the bells to recast them 
into cannon, the metaphysicians have found the meaning of 
their myths and announced those meanings without their nar¬ 
rative resonance. The myths themselves are now regarded as 
falsehoods or curiosities, and are therefore to be disregarded, 
if not forbidden. 

What ideologists are concerned to hide is the choral nature 


FINITE AND INFINITE GAMES 145 



of history, the sense that it is a symphony of very different, 
even opposed, voices, each nonetheless making the other 
possible. 


99 

If it is true that myth provokes explanation, then it is also 
true that explanation's ultimate design is to eliminate myth. 
It is not just that the availability of bells in churches and 
town halls of Europe makes it possible to forge new cannon; 
it is that the cannon are forged in order to silence the bells. 
This is the contradiction of finite play in its highest form: 
to play in such a way that all need for play is erased. 

The loudspeaker, successfully muting all other voices and 
therefore all possibility of conversation, is not listened to at 
all, and for that reason loses its own voice and becomes mere 
noise. Whenever we succeed in being the only speaker, there 
is no speaker at all. Julius Caesar originally sought power in 
Rome because he loved to play the very dangerous style of 
politics common to the Republic; but he played the game 
so well that he destroyed all his opponents, making it impossi¬ 
ble for him to find genuinely dangerous combat. He was unable 
to do the very thing for which he sought power. His word 
was now irresistible, and for that reason he could speak with 
no one, and his isolation was complete. "We might almost 
say this man was looking for an assassination" (Syme). 

If we are to say that all explanation is meant to silence 
myth itself, then it will follow that whenever we find people 
deeply committed to explanation and ideology, whenever play 
takes on the seriousness of warfare, we will find persons trou¬ 
bled by myths they cannot forget they have forgotten. The 


146 



myths that cannot be forgotten are those so resonant with 
the paradox of silence they become the source of our thinking, 
even our culture, and our civilization. 

These are the myths we can easily discover and name, but 
whose meanings continually elude us, myths whose conversion 
to truth never quite fills the bells of their resonance with 
the sand of metaphysical interpretation. These are often ex¬ 
ceedingly simple stories. Abraham is an example. Although 
only two children were born to Abraham in his long life, 
and one of those was illegitimate, he was promised that his 
descendents would be as numberless as the stars of the heavens. 
All three of the West's major religions consider themselves 
children of Abraham, though each has often understood to 
be itself the only and final family of the patriarch, an under¬ 
standing always threatened by the resounding phrase: num¬ 
bered as the stars of the heavens. This is the myth of a future 
that always has a future; there is no closure in it. It is a 
myth of horizon. 

The myth of the Buddha's enlightenment has the same 
paradox in it, the same provocation to explanation but with 
as little possibility of settling the matter. It is the story of a 
mere mortal, completely without divine aid, undertaking suc¬ 
cessfully a spiritual quest for release from all forms of bondage, 
including the need to report this release to others. The perfect 
unspeakability of this event has given rise to an immense 
flow of literature in scores of languages that shows no signs 
of abating. 

Perhaps the Christian myth has been the narrative most 
disturbing to the ideological mind. It is, like those of Abraham 
and the Buddha, a very simple tale: that of a god who listens 
by becoming one of us. It is a god "emptied" of divinity, 
who gave up all privilege of commanding speech and "dwelt 


FINITE AND INFINITE GAMES 147 



among us,” coming "not to be served, but to serve,” "being 
all things to all persons.” But the worlds to which he came 
received him not. They no doubt preferred a god of magisterial 
utterance, a commanding idol, a theatrical likeness of their 
own finite designs. They did not expect an infinite listener 
who joyously took their unlikeness on himself, giving them 
their own voice through the silence of wonder, a healing and 
holy metaphor that leaves everything still to be said. 

Those Christians who deafened themselves to the resonance 
of their own myth have driven their killing machines through 
the garden of history, but they did not kill the myth. The 
emptied divinity whom they have made into an Instrument 
of Vengeance continues to return as the Man of Sorrows 
bringing with him his unfinished story, and restoring the voices 
of the silenced. 


100 

The myth of Jesus is exemplary, but not necessary. No 
myth is necessary. There is no story that must be told. Stories 
do not have a truth that someone needs to reveal, or someone 
needs to hear. It is part of the myth of Jesus that it makes 
itself unnecessary; it is a narrative of the word becoming flesh, 
of language entering history; a narrative of the word becoming 
flesh and dying, of history entering language . Who listens 
to his myth cannot rise above history to utter timeless truths 
about it. 

It is not necessary for infinite players to be Christians; in¬ 
deed it is not possible for them to be Christians—seriously. 
Neither is it possible for them to be Buddhists, or Muslims, 
or atheists, or New Yorkers—seriously. All such titles can only 


148 



be playful abstractions, mere performances for the sake of 
laughter. 

Infinite players are not serious actors in any story, but the 
joyful poets of a story that continues to originate what they 
cannot finish. 

101 

There is but one infinite game. 


FINITE AND INFINITE GAMES 149 




INDEX 


Numbers following entries refer to sections. 


Adams, John Quincy, 33 
Art, 42, 43, 44; see also Poiema, Poiesis, 
Poietes 

Audience, 13, 54, 64, 66, 69, 77; see also 
World 

Augustine, 74 

Bacon, Francis, 70, 71 
Birth, 53 

Bismarck, von, Otto, 33 
Blake, William, 52 

Boundaries, 3, 4, 6, 11, 45, 48, 60, 63, 
64; see also Limitations 
Burckhardt, Jacob, 33 

Contradiction, 13, 21, 22, 24, 54, 83 
Copernicus, 94 

Culture, 33, 35, 36, 42^7, 80, 83, 87, 
91, 92 

Death, 11, 20-23 
Dickens, Charles, 36 (quoted) 

Dramatic, the, 15, 16, 23, 54 

Einstein, Albert, 70 
Eliot, George, 64 
Evil, 30, 31, 75 

Explanation, 70, 73-75, 78-80, 94, 99 
Flew, Antony, 22 

Freedom, 12, 13, 47, 68, 73, 78, 79, 82, 
83 

Freud, Sigmund, 53, 58, 95 


Garden, 80,81,87, 88, 93 
Genius, 51-55, 57, 58, 60, 69, 70, 73, 
76, 78, 84, 87, 88, 92, 93, 95, 96 

Healing, 56 

Hegel, G. W. F., 48 

Heidegger, Martin, 64 

Heisenberg, Werner, 71 

History, 73, 74, 78, 79, 98, 100 

Hopkins, Gerard Manley, 72 (quoted) 

Horizon, 45, 46, 48 

Ideology, 47, 98; see also Metaphysics 

Jesus, 21, 25 

Language, 72, 73, 75-78, 100 
Limitations, 12, 52; see also Boundaries 
Listening, 77, 97 
Locke, John, 37 
Looking, 52 

Machine, 80, 81, 84-87, 89; see also 
Technology 

Marx, Karl, 21, 35 (quoted), 57 
Master Player, 16, 17, 25, 49, 57, 58, 
70, 72, 75, 78, 80, 91 
Meister Eckhart, 69 
Metaphor, 72, 76 

Metaphysics, 47, 50; see also Ideology 
Moving, 55; see also Touching 
Myth, 94-100 


INDEX 151 



Names, 25 

Narrative, 73, 78, 79 
Nature, 70-73, 75, 76, 80, 82, 83, 86- 
90, 92, 93 
Nazism, 30, 41 
Nietzsche, Friedrich, 23, 54 

Oedipus, 78 

Paradox, 24, 51, 83 

Paul, 20, 21, 25 

Plato, 41, 42, 49 

Poets, 49; see also Poietes 

Poiema, 47, 50, 69 

Poiesis, 42, 44, 47, 50, 62, 69, 79 

Poietes (plural: Poietai), 41-44, 50, 78 

Power, 27-29, 34, 80 

Prize, 21, 57, 67 

Property, 36-41, 44, 58, 74, 90 

Proust, Marcel, 88 

Rank, Otto, 44 
Renaissance, 45-47 
Roles, 13-15 

Rousseau, Jean-Jacques, 33, 48, 61 
Rubenstein, Richard L, 91 
Rules, 8-11, 16, 63 


Sartre, Jean-Paul, 13 
Seeing, 52 
Sexuality, 57-62 
Shaw, George Bernard, 13 
Silence, 72, 73, 75, 77 
Society, 33-36, 41, 42, 45, 48, 58, 80, 
90-92 

Story: see Myth, Narrative 

Strength, 29 

Syme, Ronald, Sir, 99 

Technology, 80, 85; see also Machine 
Theatrical, the, 15, 16, 22, 33, 37-41, 
53-55, 57, 67, 85 
Thoreau, Henry David, 88 
Time, 6, 17, 19, 27, 64, 67-69 
Title, 18-20, 25-28, 36, 37, 57, 75 
Touching, 55-57 
Trash, 89-91 

Veblen, Thorstein, 40 
Veiling, 13, 49, 55 

Waste, 89-91 
Weil, Simone, 77 
Wittgenstein, Ludwig, 76 
World, 63-67, 77; see also Audience 

Zen Buddhism, 32 


152 



From Finite and Infinite Games : 

"There are at least two kinds of games. One could be called 
finite, the other infinite. A finite game is played for the 
purpose of winning, an infinite game for the purpose of 
continuing the play." 

"The rules of a finite game may not change; the rules of an 
infinite game must change." 

"Finite players play within boundaries; infinite players 
play with boundaries." 


"Finite players are serious; infinite players are playful." 


"Finite players win titles; infinite players have nothing but their 

names." 


"A finite player plays to be powerful; an infinite player 
plays with strength." 

"Finite players are theatrical; infinite players are dramatic." 

"A finite player consumes time; an infinite player 
generates time." 

"The finite player aims to win eternal life; the infinite player 
aims for eternal birth." 


P 

it* „ 




"Normally we add new facts to existing knowledge. 
But once in a while a book like this comes along and 
does just the opposite—it adds a new pattern of know¬ 
ledge to existing facts. The result is striking. Old dull 
things you've known for years suddenly stand up in a 
whole new dimension." 

—Robert M. Pirsig, 

author of Zen and the Art of Motorcycle Maintenance 


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